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Telecommunications:  How  To  Get  Started  ■'- 


OMPUTE! 


$2.50 

November 
1983 
Issue  42 
Vol,  5,  No.  11 

£186  UK  S3.2SConado 

63379 

ISSN  0W4-347X 


The  Leading  Magazine  Of  Home,  Educational,  And  Recreational  Computing 

How  To  Add 
Peripherals  And 
Clioose  The  Right  TV 
For  Your  Computer 


Climber: 

A  Fast-paced  Ganne 

ForVIC-20,TI-99/4A, 

And  Commodore  64 

Goodbye  Charlie: 
^ji  Exciting  Game 
For  Commodore  64, 
Atari,  And  VIC-20 

Stocic  Market 
iSknalyzer  For  VIC-20, 
Commodore  64, 
iSind  Atari 


All  About  The  TI-99/4A 
Character  Set 


V^4?0"63379" 


1  1 


the    > 
obot 


BUY  A  BANANA.  SAVE  A  BUNCH. 


Meet  the  Banana',"  the  very 

tough,  versatile,  portable,  and 
reliable  dot-matrix  printer  from 
Gorilla:'" 

At  $249.95  retail  it's  an  ideal 
and  inexpensive  companion  for 
personal  computers  like  Apple" 
(or  Apple  "look  alikes'such  as 
Franklin "  or  Albert" ),  Tl," 
Commodoref  TRS-80f  Kayprof 
Timex,"  Osborne,'  etc. 

After  that,  it's  merely  com- 
parable lo  other  printers  that  can 
cost  up  to  three  times  as  much: 
10"  carriages  (to  handle  standard 
9'/'  paper),  80  columns,  jrraphics 
capability,  10  characters  per  inch 
(expandable  to5  cpi)  draft-quality 
print  (for  perfectly  acceptable 
fomi  letters,  data  processing, 


business  reports,  etc.)  tractor 
feed  ( for  precise  alignment  and 
quick  loading),  parallel  or  serial 
interface  (take  your  pick),  self- 
inking  ribbon  cassette  (for  long 
life  and  easy  installation),  10 
poi'table  pounds  in  weight,  and 
compatibility  with  so  many  of  the 
most  popular  personal  computers 
on  the  market. 

Plus  its  printhead  features  a 
unique  single-hammer  design  that 
eliminates  a  lot  of  moving  parts,  to 
eliminate  a  lot  of  annoying  repairs. 

That's  the  Banana:  silly  name, 
sericjus  service.  It's  everything 
the  expensive  dot-matrix  printers 
are  . , . 

Except  expensive. 


Leading  Edge  Producls,  Inc..  225  Turnpike  Slreel,  Canton,  Massachuselts  02021 
Toll-free:  1-800-343-68:13;  In  Massachusetts  (617J  828-8150.  Tele.\  951-624. 


FOR  YOUR  COMMODORE  WORDPROCESSING  NEEDS 

INVEST  IN  THE  BEST 


ressamms 


Software 


ss/'srs.* 


'.fHi 


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PIUS 


PLUS 


PtUS  f- 


WORDPRO  PLUS.  IN  A  CIASS  BY  ITSELF. 


'hen  choosing  a  Word  Processor  for  your  Commodore'"  computer,  there's 
3  reason  to  settle  for  anything  but  the  best  —  in  a  word. .  .WordPro'". 

'ith  over  30.000  happy  clients  churning  out  letters  and  documents  all  over 
le  world,  the  WordPro  Plus'"  Series  is  unquestionably  the  #1  selling  soft- 
are  package  on  Commodore  computers!  So  when  you  choose  WordPro. 
3u  know  you're  investing  in  a  trial-tested  program  that's  a  real  winner,  And 
'ordPro  is  IMOW  available  for  your  Commodore  64'"  computer—  at  prices 
arting  as  low  as  $39.95. 

esigned  for  the  user  who  has  no  computer  or  word  processing  experience 
hatsoever,  WordPro  Plus  brings  a  new  dimension  to  the  term  "user- 
endly."  K^ore  than  just  easy  to  use.  WordPro  will  turn  your  Commodore 
imputer  into  a  sophisticated  time  saving  word  processing  tool  —  loaded 
ith  the  same  inventory  of  features  found  in  systems  costing  much,  much 
ore, 

ur  nationwide  team  of  over  600  Professional  Software/Commodore  com- 
Jter  dealers  will  help  you  choose  the  WordPro  Plus  system  that  is  best  for 
lur  needs.  Our  full-service  dealers  have  been  set  up  to  provide  strong 
jstomer  support.  In  addition  tohelping  youchoosethe  right  system,  many 
ofessional  Software  dealers  also  offer  WordPro  Plus  training  and  system 
stallation. 

ofessional  Software  offers  a  complete  spectrum  of  WordPro  word  process- 
g  software  for  Commodore  computers  ranging  from  the  Commodore  64  to 
e  more  business  oriented  8000/9000  series  computers.  And  WordPro  4 
usand  5  Plus  also  interact  with  our  database  management  systems  includ- 
3  InfoPro  and  The  Administrator.  So  whatever  your  Word  Processing 
■eds,  there's  a  WordPro  system  that's  right  for  you. 

trdPra'"  and  WordPro  Plus"  are  trademarks  of  Professional  Software  Inc. 
e  WordPro  Plus  Series  was  designed  and  written  by  Steve  Punter  of  Pro  Micro  Software  Ltd. 
mmodore'"  and  the  Commodore  64'-  are  trademarks  of  Commodore  Electronics.  Inc. 
aler  Inquiries  invited 


WordPro  3  P!us/64  ' 


Invest  in  the  best. . . 

WordPro  Plus.  In  a  class  by  itself. 

Call  us  today  for  the  name  of  the  WordPro  Plus  dealer  nearest  you. 

Professional  Software  Inc. 

(617)444-5224 


51  Fremont  Street 
Needham,  MA  021 94 


Telex:  951579 


We  just  made 

owning  an  Atari  computer 

a  lot  more  logical. 


Introducing  the  Rana  1000  disk  drive.  It!s  a  wliole  new  game  for  Atari  computeis. 


This  two  digit  LED  readout 
displays  a  code  that  tells  you 
everything  you  need  to  know. 


This  switch  tells  you  your 
write  protect  feature  is 
keeping  your  information  safe. 


The  remaining  switches 
provide  readouts  on  density 
storage,  error  status,  and 
drive  number. 


This  switch,  when  you  touch  it, 
tells  you  what  track  you're  on. 


When  Rana  Systems  introduced  the  Elite 
Series  of  Apple®  compatible  disk  drives,  we  didn't 
know  what  a  tremendous  impact  they  would  make. 
It  turned  out  to  be  a  line  so  outstanding  in  perfor- 
mance, styling,  capacity,  and  price,  that  it  instan- 
taneously made  us  a  major  force  in  the  market. 
Well,  needless  to  say,  the  response  was  so  great 
that  we  were  forced  to  create  the  same  highly  ad- 
vanced disk  drive  for  Atari®  A  disk  drive  that  when 
coupled  with  Atari's  computer,  could  perform 
everything  from  accounting,  financial  planning, 
and  stock  charting,  to  word  processing,  business 
management,  and  letting  you  write  your  own  pro- 
grams. Plus,  we  made  it  simple  enough  for  a  child 
to  use,  for  learning  anything  from  the  alphabet  to 
a  foreign  language. 

Woridng  with  a  disltette 
versus  plaiying  with  a  cassette. 

Let's  face  it.  The  only  reason  Atari  made  a 
cassette  option  to  their  computer  was  to  make  it 
affordable.  But  now  you  don't  have  to  settle  for  less. 
Because  now  you  can  get  a  diskette  for  your  Atari 
computer  which  outperforms  their  cassette.  With 
Atari's  cassette  you  only  get  half  the  functions  of  a 
computer  compared  to  what  our  floppy  disk  can 
give  you.  Their  cassette  is  not  only  limited  in  the 
software  available,  but  it  also  takes  20  times  longer 
to  get  the  information  you  need.  And  Rana's  disk 


RanaSystems 


drive  offers  twice  the  storage  capacity  of  either 
their  cassette  or  disk  drive. 

Why  even  stylewise  our  new  low  profile  design 
not  only  looks  100  times  more  spectacular,  but  it 
occupies  3  times  less  space.  And  our  new  Rana 
1000  also  gives  you  a  piece  of  its  mind  every  time 
you  use  it,  because  our  disk  drive  gives  you  informa- 
tion as  well  as  takes  it.  And  we  think  that  says  a  lot. 

The  disk  drive 
tiiat  has  all  the  answers. 

Rana  offers  you  a  myriad  of  features  Atari 
couldn't  even  conceive  of.  Like  five  electronic  func- 
tions on  the  front  panel  that  give  you  a  LED  read- 
out when  touched.  Our  disk  drive  tells  you  what 
track  you're  on,  and  what  density  and  how  much 
information  you're  storing.  And,  we  have  a  write 
protect  feature  which  protects  your  diskette  from 
being  erased.  In  fact,  no  other  disk  drive  can 
offer  you  that. 

As  you  can  see,  it  was  easy  to  build  a  disk 
drive  superior  to  Atari's.  Because  for  every  reason 
you  buy  a  disk  drive,  Rana  has  superior  technology. 

The  Rana  1000  disk  drive.  It  brings  your  Atari 
computer  to  a  higher  level  of  sophistication  for  a 
price  one  third  lower  than  Atari's.  So  your  choice 
shouldn't  even  be  a  matter  of  logic. 

Just  common  sense. 


Always  a  step  ahead. 


21 300 Superior  Street,  Chatswofih.  CA9t311  21 3- 709- 6484.  For  dealer  intormation  call  toll 
Ireo  1.800-421-2207.  In  California  only  call:  1-800-262-1221.  Source  Number:  TOT  654 


Apple  IS  a  regisiersd  trademark  ot  Apple  Computer.  Inc. »  Alan  is  a  regisJefBd  trademark  ol  Atari.  Ir«.,  a  Warner  Communieatiorii  Company 


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November  1983    Vol.  5,  No.  11 

24  Telecommunications:  How  To  Get  Started  KofriyYakal 

40  Adding  Peripherals:  Building  A  Home  Computer  System  OttlsCowper 

46  Choosing  The  Right  TV Michael  A  Covington 

49  Guest  Com menta ry:  The  High  Cost  Of  Personal  Telecommunications  Robert  Braver 

54  Stock  Market  Analyzer Donald  Thompson 


EDUCATION  AND  RECREATION 


68    Goodbye  Charlie - Norman  Overpeck 

80    Crazy  Climber  Ted  Reynolds 

94    Alpha  Blast Dave  Miller 

106    Pathway George  Trepal 

128    Atari  Key  Panic John  Fockrell 

304    U-boat  MarkVrttek 

156    Androbofs  Topo Michael  A  Tyborski 

161  Paper  Porter Betsy  and  Stefan  Burr 

162  Home  Computer  Games  Grow  Up Orson  Scott  Cord 

168    The  Timex/Sincloir  2040  Printer , Seth  McEvoy 


k»i^)uw.\i^^:\>l^)AJ^;^t:,i 


6  The  Editor's  Notes Robert  Lock 

10  Readers' Feedback  The  Editors  and  Readers  of  COMPUTE! 

22  Questions  Beginners  Ask Tom  R.  Holfhill 

116  Learning  With  Computers  Glenn  M.KIeiman 

120  Friends  Of  The  Turtle:  Bucky  And  The  Turtle:  Exploring  The  Geometry  Of  Thinking  David  D.  Thornburg 

134  Computers  And  Society  David  D.  Thornburg 

140  On  The  Road  With  Fred  D'Ignozio:  How  To  Get  Intimate  With  Your  Computer.  Port  2  Fred  D'lgnozio 

146  The  Beginner's  Page:  Zones  Of  Unpredictability Richard  Mansfield 

150  The  World  Inside  The  Computer:  How  To  Get  Intimate  With  Your  Computer,  Part  1  Fred  D'lgnozio 

207  INSIGHT:  Atari  Bill  Wilkinson 

208  Machine  Language:  Debugging  Jim  Butterfieid 

228  Programming  The  Tl:  Answers  To  Common  Questions C.  Regena 

233  Micros  With  The  Handicapped  Susan  Semancik&  Marshall  Curtis 

237  64  Explorer:  The  STATUS  Variable,  Port  2  Larry  Isaacs 


kP.im.Vi^T:f^ 


174 
183 
187 
191 
196 
201 
212 
215 
222 
246 
251 
264 
271 
273 
277 
280 
283 
286 
289 
298 

313 
326 
328 
329 
330 
336 


Commodore  Files  For  Beginners,  Parti Jim  Butterfieid 

Atari  Disk  Detective D.  G,  Denby 

64  Sound  Tester Ronald  V.  Picard 

How  To  Improve  The  TV  Quality  Of  The  Commodore  64  Jim  Butterfieid 

String  Arroys  In  Atari  BASIC  Stephen  Levy 

Apple  Sounds  —  From  Beeps  To  Music,  Port  2  Btaine  Mathieu 

Phone  Directory  And  Dialer  For  The  Tl  Ken  McCann 

Modem  Save  And  Download  ForTheVlC-20 Dennis  Colombo 

Termulator  For  The  64  Gordon  C,  Lyman 

Automatic  Variables  For  Atari  PILOT Marvin  Roberts 

The  Commodore  Character  Set Don  Carmichael 

Atari  GlIA  Texiwriter Matthew  Ratcl  iff 

Using  The  VIC/64  Function  Keys Jim  Butterfieid 

All  About  Then  Character  Set  Michael  A  Covington 

VIC/64  Tape  Aids Andrew  Au 

Make  Your  Apple  User-Friendly Karen  Goeller  McCullough 

Voriabie  Lister  E.ACottrel! 

Atari  Polycopy  Edward  Boyer 

PEEK  And  PRINT  For  The  VIC-20 Carolyn  D.  Belloh 

High  Octane  Transfer  For  Atari Steve  Kaufman 

CAPUTE!  Modifications  Or  Corrections  To  Previous  Articles 
A  Beginner's  Guide  To  Typing  In  Programs 
How  To  Type  COMPUTERS  Programs 
Product  Mart 
Advertisers  Index 


NOTC:  Se«  page  329 
before  typing  In 
programs. 


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COMPUTEI  The  Journal  for  Progressive  Computing  (USI'S:  537250)  is  published  12  times  each  year  by 
COMPUTE!  Publications.  Inc.,  P.O.  Box  5406,  Greensboro,  NC 27403  USA.  Phone:  (919)  275-9809.  Editorial 
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mailing  offices.  Entire  contents copyiighl  S5  1983  by  COMPUTEI  Publications,  Inc.  All  rights  reserved.  ISSN 


EDITORS  NOTES 


A  recent  article  in  Business  Week 
touched  on  the  topic  of  deceler- 
ating sales  in  the  home  computer 
market.  Not  that  sales  are  de- 
clining, mind  you;  they're  just 
not  accelerating  with  the  velocity 
that  many  had  predicted.  One  of 
the  recurring  questions  raised 
was  the  value  of  home  computers 
aside  from  their  use  as  game 
machines.  If  you  process  words, 
then  obviously  a  word  processing 
package  is  of  use  to  you.  Perhaps 
you  need  a  data  management 
program  or  even  a  home  ac- 
counting package.  Beyond  these 
uses,  what  can  you  do?  Or  are 
these  uses  intrinsically  enough? 

Our  opinion  is  that  there's  a 
bit  of  a  crisis  of  expectations 
involved,  and  perhaps  an  inch 
or  two  of  gap  between  the  reality 
of  a  basic  system  and  the  adver- 
tisements describing  a  fully  con- 
figured system.  It  is,  in  fact,  quite 
frustrating  to  discover  that  a 
home  computer  may  cost  you 
$99,  but  the  memory  expansion, 
disk  drives,  and  so  on  to  go  with 
it  -  which  turn  it  into  a  far  more 
practical  system  -  may  cost  you 
an  additional  $1,000.  And  that's 
before  you  buy  that  word  proc- 
essor or  data  manager  software. 


In  most  consumer  market 
items  there's  far  more  parity  of 
pricing,  given  that  one  rarely 
expects  to  pay  more  for  a  lens 
than  a  camera;  more  for  a  record 
than  a  player.  In  the  home  com- 
puter market,  especially  the  low 
end,  this  pricing  parity  expecta- 
tion is  even  more  greatly  exag- 
gerated. There's  not  very  much 
you  can  add  to  your  computer 
that  doesn't  cost  more  than  the 
computer  did. 

We  suggest  that  this  simple 
mismatch  may  have  a  great  deal 
to  do  with  perceptions  of 
machines  such  as  the  Timex/ 
Sinclair  which  has  recently  been 
falling  off  in  sales.  And  these 
aren't  sales  that  are  necessarily 
being  lost  to  other  market  leaders. 
The  industry  is  simply  not 
expanding  at  the  rate  many 
expected. 

Perhaps  bundling  (selling  a 
combination  of  home  computer, 
peripherals,  and  software)  will 
provide  an  answer.  We'll  be 
closely  watching  the  success  of 
Adam,  and  an  expected  bundled 
Commodore  64  package,  to  see 
what  the  market  decides. 

Random  Bits:  Where  is  Baby 


Blue?  As  all  the  industry  specu- 
lates on  the  arrival  of  the  IBM 
Home  Computer  (frequently 
called  Peanut),  other  industry 
stocks  are  being  buffeted  by  the 
rumors  and  speculation  about 
this  long-pending  announce- 
ment. One  important  point  to 
remember  is  that  there  are  liter- 
ally thousands  of  computers 
being  sold  each  day,  and  the 
market  is  truly  growing. 

Commodore  1541  disk 
drives  are  in  short  supply,  and  a 
rumor  exists  for  every  possible 
reason.  While  some  have  sug- 
gested that  a  recall  has  quietly 
taken  place,  it  appears  to  us  that 
the  shortage  that  Commodore 
predicted  several  months  ago  is 
actually  upon  us.  This  shortage 
has  been  complicated  by  an  ap- 
parent high  rate  of  problems 
with  the  drives,  causing  exces- 
sive downtime  and  consumer 
complaints. 


Editor  In  Chief 


6    COMPUTf!    November  1983 


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Feel  like  a  devil  today?  Better  adjust  your  halo.  Start  the 
ignition.  It's  up  to  you  to  decide . . .  Okay,  hit  the 
accelerator.  You  can  be  the  ultinnate  speed  demon  or  put 
wings  on  your  wheels!  There's  a  pedestrian  now... will 
you  go  for  speed,  no  matter  what  pedestrians  are  in  the 
way  {for  the  devilish  points)—  or  be  an  angel  in  a 
challenging  obstacle  course?  The  heavenly  points  may  get 
you  to  heaven,  but  the  devilish  points  may  get  you 
to . . .  well,  better  make  your  decision —  the  time  clock  is 
running! 


So  your  sweet  tooth  has  gotten  out  of  hand  again?  Well, 
this  time  the  sheriff  is  after  you  and  he's  no  sweetheart. 
There  he  is  now!  Quick!  Grab  all  the  candy  in  sight  and 
dive  for  the  doorway!  Don't  took  now,  the  doors  are 
rotating. ..better  be  good  at  getting  out  of  sticky 
situations,  'cause  if  you  hit  the  wall  you're  stuck  with  it! 
There's  plenty  of  candy  here  anc^  many  more  levels  to 
cross,  so  get  on  the  move,  sugar 

\vaVLah\e.  at  finer  Software 
Stores  everywhere} 

OR  CALL  (213)  501-5845  FOR  THE  NAME  OF  YOUR 
LOCAL  DEALER  OR  DISTRIBUTOR. 


T&FSoftiwre  Company  10902  Riverside  Drive /  North  Hollywood,  California 91602.  (213) 501-5845 

®  COPYRIGHT  1983  CHRJS  WARUNG,  SPEED  RACER  AND  CANDY  BANDIT  ARE  TRADEMARKS  OF  CHRIS  WARUNG  U  SENSED  TO  T&F  SOFTWARE 
COMMODORE  648  |s  A  REGISTERED  TRADEMARK  OF  COMMODORE  COMPUTER,  INC. 


PubSisher 
Edilor  In  Chief 
PubHshersAssistani 


GaryRlngersolt 
Robert  Clock 
Alice  S.  Wolfe 


Senior  EcJitor 
Managing  Editor 
AssislanI  Managing  Editor 
Production  Editor 
Features  Edilor 
Technical  Editor 
Program  Editor 
Assistant  Editors 

Assistant  Copv  Editor 
EditOFfQlAssiStQnt 
Programming  Supervisor 


Richard  Mansfield 
Katt^leen  E.  Mortinek 
Tony  Roberts 
Goil  Walker 
TomR.Hairhil 
OttteR-Cowper 
CborlesBtannon 
Don  Cdrmichael 
Lance  Elko 

Juonita  Lewis 
KothyVokai 
Potrick  Perish 


Assistant  Programming  Supervisor  Gregg  Peele 


Tedinlcal  AssistonI 
Adminis!trative  Assistants 


Copy  Assistant 


AssocPote  Editors 


Contributing  Editor 


Dole  hAcSarve 
Vickiwtennings 
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Becky  Hall 
Linda  Shaw 
Mortho  BoAks 
JimButterfield. 
Toronto,  Conodo 
Han/ev  Herman, 
Greensboro,  NC 
Fred  DTgnozio, 
2t17  Carter  Rood  SW,  Roanoke.  VA  2^0^^ 
Da\.idThornburg, 
P-0  Box  131 7.  Los  Aftos.  CA  94022 
Bill  ^Vilkinson 


COMPLJTEls  Book  Division 

Editor 

Assistant  Editors 

Artists 


Orson  Scott  Card 
Stephen  Levy 
Gregg  Keizer 

JannceFoj^ 
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Art  Dfrector/Produclion  Manager 

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Mechanical  Art  Supervlsof 

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Typesetting 

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Pfomotion  Assistant 


Georgia  Bikas  Davis 
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De  Potter 
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Associate  Publisher/National 
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in  any  form  without  written  permiiston  rrom  the  puhlist^er,  Entt:e  contents  copyrigtit  ■^,  1983,  COMPUTE!  Publications.  Inc  l?ights 
to  prograrr^s  developed  and  submitted  bv  authors  ore  explained  in  our  author  contract.  Unsolicited  materials  not  accepted 
for  pubiication  in  COf^PUTFi  wiN  be  retumed  if  author  provides  o  self -addressed,  stamped  envelope.  Programs  [on  tope  or 
disk)  must  accompany  eoch  submission.  Printed  iLStiriQs  ore  optional  but  helpful.  Articles  should  be  furnished  as  typed  copy 
(upper-  and  lowercase,  please)  with  double  spacing.  Each  page  of  your  article  should  bear  the  title  of  the  article,  dote  ond 
nome  ot  the  author.  COtvtPUTEiassutnes  no  llalalityfor  errors  in  articles  or  advertisements- Opinions  expressed  tsy authors  are 
not  rwcessarilyttrose  of  COMPUTE!. 

PET.  CBM  vlC-20  ora  Commaxxo  6d  Gi&  aaOsTncM  of 

Commooore  BuStneu  Maaw^s%  !/>;;,  a/xl  or  Cammadois  Elechonics  Limrtea 

flcpie  IS  a  troaerroni  of  ^poe  Computer  CorBpony 


ATAnt  A  o  tiodemarK  ot  Atari  Inc 

T1'W/4A  IS  a  rroaefnori*  ol  Tenos  Irvstnjnen^  lr>c 

Radio  Snock  Coic*  Corrtpui^ a  a  rrooen-oik  of  tandy.  inc 


8    COMPUni    November  1983 


WordPro  3  Plus/64 

The  Best  Word  Processor  for  your  Commodore  64 


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puter, there's  no  reason  to  settle  for  anything  but  the  best— in  a 
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questionably the  #1  selling  software  pacl^age  on  Commodore 
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vesting in  a  trial-tested  program  that's  a  real  winner.  And  Word- 
Pro 3  Plus/64  is  NOW  available  for  your  Commodore  64  com- 
puter at  prices  as  low  as  $89.95. 

Designed  for  the  novice  user  with  no  computer  or  word  process- 
ing experience  whatsoever,  WordPro  3  Plus/64  brings  a  whole 
new  dimension  to  the  term  "user-friendly."  More  than  just  easy 
to  use,  WordPro  3  P!us/64  is  a  commercial  level  word  processor 
loaded  with  powerful  features  including:  Auto  Page  Numbering, 


Headers  and  Footers,  Math  Functions,  Global  Search  and 
Replace,  the  Ability  to  Create  Multiple  Personalized  Letters  and 
Documents,  Underlining,  Boldface,  Super  and  Subscripts  and 
much,  much,  more. 

Best  of  all,  WordPro  3  Plus/64's  powerful  arsenal  of  features  can 
be  put  to  use  almost  immediately—by  even  (he  novice  user.  So 
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Invest  in  the  best. .  .WordPro  Plus.  In  a  class  by  itself. 

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WordPro  3  Plus/64™  Is  a  trademark  of  Professional  Software  Inc. 

Tfie  WordPro  Plus  Series  was  designed  and  written  by  Steve  Punter  of  Pro-Micro  Software  Ltd. 

Some  printers  may  not  support  certain  WordPro  3  Plus/64  functions  and/or  require  an  Interface.  Please  cfieck  with  your  dealer. 

Commodore  64™  is  .a  trademarl<  of  Commodore  Electronics  Ltd. 

Dealer  and  Distributor  inquiries  are  invited. 


READERS'  FEEDBACK 


The  Editors  and  Readers  of  COMPUTE! 


Tone  Generator  For  The  VIC 

I  own  a  VIC-20  and  I  am  very  pleased  with  it. 
However,  I  would  like  to  know  if  it's  possible  to 
add  a  tone  generator  so  that  when  I  hit  a  key  on 
the  keyboard  a  tone  is  heard  to  indicate  that  an 
entry  was  made.  I've  seen  this  on  other  computers 
and  find  it  most  useful. 

Kevin  M.  Regenhard 

The  positive  stroke  keyboard  tone  generator  you  mention 
is  not  built  into  the  VlC-20.  However,  it  is  possible  to 
program  this  useful  function  into  your  VIC. 

Type  in,  SAVE,  and  then  RUN  the  following 
short  BASIC  loader  which  will  POKE  in  a  machine 
language  program.  The  program  is  written  to  run  in 
the  cassette  buffer,  so  it  shouldn't  interfere  luith  your 
BASIC  programming  memory.  Once  the  program  is 
POKEd  into  memory,  5YS828  to  start,  and  press  RUN/ 
STOP  -  RESTORE  to  stop. 

60000  FOR  A=828  TO  861:  READ  B:  POKE  A,B: 

NEXT:  END 
60010  DATA169, 15, 141 , 14, 144, 120, 169, 78, 14 

1,20,3,159,3,141,21,3,88,96 
60015  DATA165, 197,201,128,240 
60020  DATA?, 101, 197, 105, 128, 141, 12, 144, 76 

,191.234 


The  Atari  Mystery  Connection 

I  took  apart  the  Atari  400  and  noticed  on  the  back 
of  the  main  board  chip  that  there  is  a  connection 
not  in  use.  What  is  this  connection  for  and  why  is 
it  not  in  use? 

Ki  Jeong  Yun 

This  connection,  also  found  on  the  Atari  800,  is  used 
by  Atari  to  test  the  machines  on  the  assembly  line.  Due 
to  its  inaccessibility,  it  has  never  had  any  other  use, 
although  it  could  possibly  be  used  for  expansion. 


Double-Spaced  Listings  On 
Commodore  Printers 

I  have  a  Commodore  64  and  a  Commodore  1525E 
printer.  There  are  many  occasions  while  I'm  de- 
bugging a  new  program  when  a  double-spaced 
paper  listing  would  provide  a  lot  more  room  to 
make  corrections  and  additions. 

Is  there  a  way  to  force  the  LIST  command  to 

10    COMPUTI!    November  1983 


double-space  on  the  printer  without  modifying 
the  program  being  listed?  Perhaps  Jim  Butterfield 
could  suggest  a  short  machine  language  routine. 

Stephen  D.  Eitelman 

Yes,  it  is  possible  to  command  the  printer  to  double-space 
during  the  LIST  command,  hi  fact,  all  Commodore 
printers  and  many  other  printers  have  this  ability.  You 
will  also,  of  course,  see  double-spaced  listings  on  your 
screen.  With  any  Cotnmodore  printer,  you  can  enter 
and  run  one  of  these  short  BASIC  programs,  which  will 
POKE  a  machine  language  program  into  the  cassette 
buffer  to  create  double-spacing. 

5  AD  =  PEEK(55)+PEEK(56)*256-20 


10 

I=AD 

15 

POKE  5 5, AD  AND  255  :  POKE 

56, 

, AD/256 

20 

READ  A: IF  A=256  THEN  END 

25 

IF  A=- 

-1THENA= 

=(AD+11)AND255 

26 

IF  A=- 

-2THENA= 

=(AD+ll)/256 

30 

POKE  ] 

[,A:I=I+1:G0T0  20 

35 

PRINT' 

'I CLR} RUN  WITH  :  {RED 

}SYS' 

'AD 

40 

CLR 

828 

1  DATA 

169,-1, 

,141,38,3 

834 

■  DATA 

169,-2, 

,141,39,3 

840 

i  DATA 

96,201, 

,13,208,5 

846 

i  DATA 

32,122, 

,242,169,13 

852 

DATA 

76,122, 

,242,256 

5  PRINT" {CLRlRUN  WITH  SYS  579" 

10  1=679 

20  READ  A: IF  A=256  THEN  END 

30  POKE  I,A:I=I+l:GOTO  20 

679  DATA  169,178,141,38,3,169,2 

687  DATA  141,39,3,96,201,13,208 

695  DATA  5,32,202,241,169,13,76 

703  DATA  202,241,256 


Tl  Free  Memory  Techniques 

I  would  like  to  clarify  and  expand  upon  the  ideas 
expressed  by  Howard  Patlik  in  "More  on  TI  Mem- 
ory" (Readers'  Feedback,  August  1983).  This  two- 
line  program  for  determining  free  memory  on  the 
TI-99/4A  was  offered: 

1 A=A+8 
2  GOSUB  1 

If  you  RUN  this  program  alone  and  PRINT 
the  variable  A,  you  will  find  the  amount  of  avail- 
able memory  less  the  37  bytes  required  by  the 
program  itself.  {A  equals  14536,  so  A  plus  37  equals 
14573  bytes  of  memory  for  programming.)  When 
the  program  RUNs,  the  GOSUB  in  line  2  will  ex- 


\ 


The  Commodore  64"  is  one 
of  the  most  exciting  home  com- 
puters in  memory. 

But  memory  isn't  the  only 
thing  that's  exciting  about  the  64. 

Because  Tronix  is  here. 
Class  act. 
The  people  who  have  been 
bringing  out  the  best  in  the 
VIC  20^""  (and  Atari?  too)  have 
graduated  to  the  Commodore  64. 

Which  means  that  now  you 
can  enjoy  fast  action,  complex 
strategies,  interesting  characters, 
superior  sound  effects  and  chal- 
lenging, play  patterns. 

Just  like  VIC  20  and  Atari 
owners.  Only  faster,  more  com- 
plex, and  more  challenging,  too. 

More  memorable,  in  other  words. 
In  a  class  by  ourselves. 
Of  course,  if  you'd  rather  not 
take  our  word  for  it,  you  don't 
have  to.  The  experts  at  Electronic 
Games  have  called  Kid  Grid  for 
Atari  "one  of  the  most  compul- 
sive, utterly  addictive  contests  in 
the  world  of  computer  gaming." 

They  haven't  seen  any- 
thing yet. 


By  Aril 
Haroutunian. 

Edison,  the 
kinetic  android,  leads 
a  frustrating  life. 

All  he  wants  to  do  is  build  his 
circuit  boards  and  go  with  the 
flow.  But  things  keep  getting  in 
the  way. 

Nohms  — a  negative  influence 
—  bug  him  constantly.  Flash,  the 
lightning  dolt,  disconnects  every- 
thing in  his  path. 

And  the.  cunning  Killerwatt  is 
out  to  fry  poor  Edison's  brains. 

You'll  get  a  charge  out  of  this 
one.  And  a  few  jolts,  too! 

(Suggested  retail  S34.95) 


\ 


v/\   V  \ 


\/A     V\ 


\ 


Connecting  the 
dots  on  our  colorful 
grid  should  be  easy,  right? 

Wrong.  Because  the  bullies 
are  in  hot  pursuit! 

Squashface.Thuggy,  Muggy 
and  Moose  are  their  names. 
And  you  are  their  game.  And 
what's  more,  they're  faster  than 
you  are. 

But  you're  smarter.  And  you 
control  the  stun  button. 

So  keep  your  eyes  peeled  for 
the  mysterious  question  mark 
and  don't  slow  down  at  corners! 

{Suggested  retail:  S34.95)  , 


risked  their  lives 
to  find  the  enemy's  secret 
headquarters. 

Now  you're  risking  yours  to 
destroy  it, 

And  they  know  you're  coming. 

As  you  fly  over  water  and 
across  hundreds  of  miles  of 
unfriendly  territory,  the  action  is 
thick,  fast  and  three-dimensional. 

Fighter  aircraft.  Surface-to-air 
missiles.  Helicopter  gunships.  The 
attacks  come  from  every  direction 

Even  from  behind. 

(Suggested  retail:  $34.95) 


8295  South  La  Cienega  Blvd.,  Inglewood,  CA  90301 

VIC  20"  ana  Commodoie  64"  aie  liademoitks  ol  Cammoaore  Electronics  Lia 


n  'pgstG'e::  Ufidcnark  "J  Ar: 


TM 


ecute  1817  times  before  a  MEMORY  FULL  error  is 
issued  in  line  1.  Each  time  this  GOSUB  executes, 
8  bytes  of  memory  are  consumed  and  thus  1817 
times  8  is  14536.  As  many  as  7  bytes  may  still  be 
unused. 

Of  course,  if  this  two-line  routine  is  entered 
with  a  program  already  in  memory  (providing  the 
variable  A  is  not  used  within  this  program),  you 
will  find  the  amount  of  free  memory  less  37  bytes 
when  you  RUN  and  PRINT  A. 

There  are  some  more  considerations.  String 
variables  and  graphic  characters  defined  above 
CHR${127)  will  require  additional  memory  that 
this  two-line  routine  will  not  pick  up.  The  TI-99/4 
has  256  more  free  bytes  than  the  TI-99/4A,  but  if 
graphic  characters  above  127  are  used,  then  both 
will  use  the  same  amount  of  memory. 

Screen  and  BASIC  overhead  is  1792  bytes. 
And  if  all  or  only  the  graphics  character  159  is 
used,  then  overhead  is  2048  bytes  {1792  +  8*{159- 
127)).  The  16KT1-99/4A  is,  of  course,  actually 
16,384  bytes.  So,  16,384  minus  1792  is  14,592  bytes 
free.  (There  is  a  slight  discrepancy  from  the  two- 
line  method  of  up  to  19  bytes.) 

Here  is  another  way  to  find  memory  size 
using  CALL  PEEK.  For  TI  BASIC,  you  need  the 
Mini  Memory  or  the  Editor/Assembler  cartridges. 
Type  in  CALL  PEEK{-31974,A,B).  Again  the  vari- 
ables A  and  B  should  not  be  in  the  program.  Then 
PRINT  A*256-l-B-1776.  With  no  program  present, 
this  will  give  a  size  of  14577  bytes  free. 

To  check  this  with  TI  Extended  BASIC  (Ver- 
sion 110),  type  PRINT  A*256-(-B-2455.  The  TI's 
response  is  13886.  Now  type  SIZE.  The  TI  re- 
sponds with  13886  BYTES  FREE. 

Another  user  of  memory  in  TI  BASIC  is  Ter- 
minal Emulator  II.  It  takes  about  512  bytes.  It  is 
also  well-known  that  the  disk  controller  uses  con- 
sole memory.  Even  after  ENTERing  CALL 
FILES(l)  and  the  NEW  command,  it  still  uses  1052 
bytes.  Here's  how  to  free  up  this  memory.  Type 
CALL  LOAD(-31888,63,255)  and  NEW. 

Again,  in  TI  BASIC  the  Mini  Memory  or 
Editor/Assembler  cartridge  is  needed,  but  in  TI 
Extended  BASIC,  the  32K  Expansion  is  needed. 
To  restore  disk  drive(s)  and  disk  controller,  use 
the  command  BYE  or  FCTN  QUIT. 

Paul  E.  Schippnick 

Atari  Upgrade  Update 

We  have  recently  heard  from  several  jactory  authorized 
Atari  service  center  representatives  who  tell  us  that 
there  is  an  inexpensive  (under  $30)  upgrade  for  the  lOK 
ROM  operating  system.  The  original  operating  system 
of  the  4001800  had  a  number  of  minor  errors  (bugs), 
and  the  Revision  B  operating  system  corrected  these 
problems.  This  is  the  first  time  to  our  knowledge  that 
Atari  has  offered  this  upgrade.  To  check  which  operating 

M     COMPUTE!     November  19B3 


system  you  have,  enter:  PRINT  PEEK(58383).  If  you 

get  a  56,  you  may  want  to  visit  your  nearest  service 
center  and  get  the  upgrade  (a  value  ofO  returned  means 
you  already  have  Revision  B). 


Anottier  Perfect  Commodore  INPUT 

In  the  last  several  issues  I  have  seen  a  number  of 
"Perfect  INPUTS"  to  avoid  Commodore's  return 
to  READY  from  input.  All  of  these  methods  work. 
In  my  opinion,  however,  since  you  can  continue 
from  READY  by  entering  CONT  on  a  clear  line, 
their  disadvantages  outweigh  their  advantages. 

I  have  another  way  of  avoiding  this  problem. 
It  uses  the  standard  INPUT  statement  and  CBM's 
active  screen.  When  an  input  statement  is  ex- 
ecuted, CBM  BASIC  prints  a  ?  at  the  current 
cursor  position,  then  moves  the  cursor  to  the  right 
one  additional  space.  All  of  the  positions  to  the 
right  of  the  cursor  are  automatically  allocated  for 
inputting  data  (up  to  80  characters).  By  printing 
some  default  value  into  this  area  before  executing 
the  input  statement,  not  only  do  you  avoid  the 
return  to  READY,  but  you  also  allow  for  inputting 
default  values  by  just  hitting  RETURN. 

For  example: 

10  VA  =  10  :  REM  SET  DEFAULT  VALUE  TO  0 
20  PRINT  "WHAT  IS  THE  NEW  VALUE":  PRINT 

"  ";  VAf"{UP}" 
30  INPUT  VA 

40  PRINT  "THE  CURRENT  VALUE  IS";  VA 
50  INPUT  "IS  THE  VALUE  CORRECT  (Y/N) 

[3  SPACES 1y{ 3  LEFT]";  A$ 
60  PRINT  "WHAT  IS  THE  VALUE";  TAB(20);"D 

EFAULT  VALUE" 
70  PRINT  TAB(18)r"fUPJ"; 
80  INPUT  DV$ 

This  appears  on  the  screen  as: 

WHAT  IS  THE  NEW  VALUE 

?10 

THE  CURRENT  VALUE  IS  10 

IS  THE  VALUE  CORRECT  [Y/NI  ?  Y 

WHAT  IS  THE  VALUE  ?  DEFAULT  VALUE 

The  flashing  cursor  is  positioned  over  the  1, 
Y,  and  D  respectively. 

By  hitting  only  the  RETURN  key  (3  times), 
you  INPUT  10  to  VA,  Y  to  A$,  and  DEFAULT 
VALUE  to  DV$.  If  you  want  some  other  value, 
you  need  only  type  it  in  before  hitting  RETURN. 

By  taking  a  little  time  in  choosing  default 
values  when  writing  a  program,  you  can  save  a 
lot  of  time  when  running  it  and  entering  data. 

Dennis  D.  Duke 


Atari  Listings 

How  can  hard  copy  be  printed  from  RAM  memory 
which  has  been  loaded  from  a  user-made  BASIC 
program  on  a  cassette?  I  realize  that  this  is  not  too 
difficult  a  problem,  but  I  have  not  found  a  solution 


1 

1 

■ 

1 

Using  Your  Brain  Is  Fun 
U/hen  You're  Playing  Quiza 


I 


%^9  W 


Knowledge,  strategy,  lucK , . .all 
are  part  of  mastering  this  exciting, 
newtypeofganne! 

Over  6,000  questions  explore 
and  expand  wliatyou  Know  about 
science,  sports,  entertainnnent 
and  potpourri. 


Available  for  the  IBM  PC,  Apple  II,  Commodore  64,  and  V/IC-20  computers 
For  the  name  of  your  nearest  dealer  call  800-328-1223 


counterpoint  software,  inc. 

4005  west  sixtTy-fifth  street  •  minneapolis,  mn  55435 
[B12]  926-7888  ■  [800]  328-1223 


It's  a  family  game.  It's  a  party 
game.  It's  a  game  for  people  who 
want  to  challenge 
their  minds. 


in  either  your  Atari  books  or  in  the  issues  I  have 
of  COMPUTE!. 

David  Cimochowski 

If  we  understand  your  question,  you  want  to  print  out 
a  listing  of  a  BASIC  program  in  memory.  Use  the  com- 
mand LIST  "P:"  for  this  purpose.  You  can  also  use  the 
following  program  to  copy  any  data  file  (not  programs) 
to  your  printer. 

100  OPEN  #1 , 4, 0, "C: " : REM  Use  OPEN  #1 

,4,0,"D:name"  for  disk 
110  OPEN  #2, 8, 0, "P: " : REM  Output  ta     p 

r i  nter 
120  TRAP  140:REM  Go  to  140  when  end 

of  file  error  occurs 
130  GET  ttl,A:PUT  #2,A:SaT0  130 
140  PRINT  #2:CL0SE  »tl:CLOSE  #2 
150  END 


Mode  Shifting  And  Automatic 
Tape  RUN  For  Commodore 

I  seem  to  remember  reading  of  a  POKE  that  allows 
the  use  of  upper-  and  lowercase  with  the  use  of 
the  shift  key,  but  can't  find  it  in  the  Programmer's 
Reference  Guide,  the  VIC-20  User's  Manual,  or 
COMPUTEl's  First  Book  of  VIC.  Could  you  tell  me 
what  this  POKE  is?  Also,  how  do  1  make  my  taped 
programs  run  after  being  LOADed  without  my 
intervention? 

Tim  S.  Hallen 

There  are  a  munber  of  ways  that  you  can  place  the  VIC- 
20  or  the  Commodore  64  into  the  upperllowercase  or 
"text"  mode.  Using  a  POKE,  the  locations  are  36869 
on  the  VIC,  and  53272  on  the  64.  These  locations  are 
on  the  VIC  (Video  Interface  Chip)  chip  of  each  machine, 
and  tell  the  computer  where  to  get  its  character  set.  On 
the  VIC,  the  normal  value  is  240,  and  on  the  64  it's  21. 
To  place  the  VIC  into  the  text  mode,  POKE  36869,242 
and  for  the  64,  POKE  53272,23.  To  return  to  uppercase/ 
full  graphics  (normal)  mode,  POKE  36869,240  on  the 
VIC,  and  POKE  53272,21  on  the  64. 

There  are  other  methods  ivhich  switch  between  text 
and  normal  modes.  One  of  these  is  to  hold  doivn  the 
COMMODORE  and  SHIFT  keys.  To  sivitch  to  text 
mode,  press  and  continue  to  hold  the  COMMODORE 
key  while  pressing  the  SHIFT  key.  To  return  to  normal, 
simply  toggle  the  keys  again.  Another  method,  and 
probably  the  safest  and  most  efficient,  is  via  the  PRINT 
command.  To  switch  to  text  mode,  txjpe  PRINT 
CHR$(14)  then  press  RETURN.  To  return  to  normal 
mode,  type  PRINT  CHR$(142).  These  PRINT  state- 
ments can  also  be  used  within  a  program  if  you  wish. 

There  are  a  number  of  ways  to  make  the  computer 
automatically  run  your  programs  after  LOADing.  The 
easiest  is  via  the  keys  on  the  keyboard.  After  positioning 
your  tape  cassette  to  the  beginning  of  the  program  you 
wish  to  LOAD  and  RUN,  press  and  continue  to  hold 
the  SHIFT  key,  then  press  the  RUN/STOP  key.  This 
will  LOAD  your  program  into  memory,  then  run  it 

16    COMPUTE!     November  1983 


without  your  having  to  type  and  enter  RUN. 

Another  method  is  to  "string  load"  your  cassette 
programs.  Sthrig  LOADing  programs  is  LOADing 
and  RUNning  one  program  which  in  turn  LOADs  and 
RUNs  the  next  program  on  the  cassette  tape.  To  accom- 
plish this,  LOAD  aiid  RUN  your  first  program  nor- 
mally, and  use  the  last  statement  of  this  program  to  call 
in  the  second  program  with  a  LOAD  command.  For 
instance,  the  last  line  of  the  program  would  read:  60000 
LOAD  "filename".  Wheti  the  program  encounters 
this  statement,  it  will  automatically  LOAD  and  RUN 
the  next  program  on  the  cassette  tape.  This  can  also  be  a 
very  useful  programming  technique  for  saving  memory 
if,  for  example,  you  have  a  program  that  has  a  long  list 
of  instructions  for  the  user  to  read  before  running  the 
program.  You  can  use  the  first  program  in  the  "string" 
to  display  the  instructions  and  then  load  in  the  second 
program  when  the  user  is  finished  reading. 

Use  Any  Tape  Recorder  With  Atari? 

I  am  a  new  owner  of  an  Atari  800. 1  eventually 
plan  to  purchase  a  disk  drive,  but  as  a  temporary 
storage  device,  I  would  like  to  use  my  Panasonic 
cassette  recorder,  rather  than  purchase  an  Atari 
410  or  1010  program  recorder.  Is  this  possible?  If 
so,  how  do  I  go  about  wiring  connections  without 
causing  any  damage  to  the  computer? 

Mark  Inman 

The  serial  plug  used  to  connect  Atari  peripherals  has 
connections  for  audio  out  and  audio  in.  You  can  attach 
a  standard  recorder  to  audio  out  and  record  CSAVEs, 
but  there  is  no  way  to  get  the  computer  to  read  the  audio- 
in  line  (which  is  used  to  play  the  audio  track  through 
the  TV  speaker).  The  Atari  410  recorder  has  a  special 
analog  to  digital  circuit  used  to  translate  tape  tones  into 
digital  information  that  the  computer  can  read. 

Text  On  The  Apple  High-Resolution 
Screen 

My  family  has  just  purchased  an  Apple  II  + 
computer.  I  can  program  graphics  on  the  high- 
resolution  screen,  but  things  just  aren't  the  same 
without  text  somewhere  besides  the  text  window 
at  the  bottom  of  the  screen.  Is  it  possible  to  put 
text  on  the  high-resolution  graphics  screen? 

Mark  Hayek 

You  can  put  shapes  that  look  like  text  on  the  Apple's 
high-resolution  graphics  screen  by  using  the  program 
"HRCG"  (high-resolution  character  generator)  that 
comes  on  the  DOS  Tool  Kit  disk.  This  program  can  be 
accessed  from  a  BASIC  program  and  will  load  shape 
tables  representing  different  character  sets  into  memory 
just  below  DOS. 

Normally,  these  shape  tables  will  produce  the  stand- 
ard ASCII  characters  on  the  high-resolution  screen. 
However,  there  are  other  character  sets  on  the  Tool  Kit 


Have  \bu  Read  The  Reviews 
On  Our  New  AtariWriter? 


Atari's  New 
Word  Processor. 

Try  it,  be  your  owti  aitic.  Use  new 
AtariWriter  for  aJl  your  fainily 
con  espondence,  school  papers,  commit- 
tee reports,  mailings 


One  special  feature:  you  ain  correct  as  you 
winte,  instantly,  witliout  switching  back  and 
forth  between  Create  and  Edit  modes. 

You  can  move  entire  paragraphs. 
Search  and  replace.  Even  restore  text  you've 
just  deleted,  with  our  memoiy  buffer. 

You  can  cliange  fonnat  instantly,  and 
pre\iew  on-screen  at  full  printer  width. 


Our  advanced  ROM-based  cartridge     Print  extra  copies  for  your  records 


technology  means  you  can  use  it  on  any 
ATARI  Home  Computer  (even  16K).  it 
also  lets  you  choose  between  cassette  and 
disk  storage  systems. 

Easy  to  learn  and  to  use. '  'Yet,' '  says 
ANALOG  Magazine,  "as  your  uses  for 
word  processing  grow,  (you'll  employ)  its 
more  advanced  features.' ' 

Menu  driven,  with  helpfiil  prompts. 


As  ANTIC  Magazine  concluded, 
new  AtariWriter  is  'Vlearly 
superior  on  price  and 
performance  to  ^v 

Text  Wizard     ^-^^    ^^ 
and  the  IHIA    ^^ 

ATARI  Wbrd   ^H    '^. 
Processor."        ^^^        ^  i! 


At  Atari  dealers.  >4>5l 

ATARI  HOME  COMPUTERS     ^ 

^^  A  Warner  Communications  Company. 


A} 


'  1983  Aiari,  Inc.  All  righis  reserved. 


SPMNAKER'S  LME  OF 
EARLY  LEARNING  GAMES 

ISGROmNG 

AS  EAST  AS  HOUR 

CHILIS  MINDl 


Watching  your  kids  grow  up  is  a  lot  of  fun.  But 
making  sure  their  minds  grow  as  fast  as  tlieir 
bodies  is  even  more  rewarding.  Tliafs  where  we 
can  help.  With  a  growing  line  of  Early  Learning 
Programs  that  are  not  only  lots  of  fun  to  play,  but 
also  educational. 

Some  of  the  games  you  see  on  these  two  pages 
help  exercise  your  child's  creativity.  Others  help 
improve  vocabulary  and  spelling  sWlls.  While  others 


improve  your  child's  writing  and  reading  abilities. 
And  all  of  them  help  your  child  understand  how  to 
use  the  computer. 

So  if  you're  looking  for  computer  programs  that 
do  more  than  just  "babysit"  for  your  kids,  read  on. 
You'll  find  that  our  Early  Learning  Programs  are  not 
only  compatible  with  Apple®  Atari®  IBM®  and 
Commodore  64^"  computers,  but  also  with  kids 
who  like  to  have  fun. 


KIDS  ON  KEYS™  helps  kids  catch  on  to  letters,  numbers  ■ 

and  computers.  Ages  3-9. 


KIDS  ON  KEYS  is  a  great 
way  to  introduce  kids  to 
the  computer  keyboard. 
Because  it  offers  children 
three  terrific  games  that 
teach  them  the  location  of 
the  letters  and  numbers 
while  they  have  fun  with  the  computer. 

The  games  are  fast  and  fun.  with  exciting  sound 
effects  and  colorful  graphics.  It's  a  great  way  for 
kids  to  enjoy  learning  to  identify  numbers,  letters, 
and  words  and  associating  them  with  images 
on  the  screen.  And  KIDS  ON  KEYS  certainly  do 
have  fun! 


Apple.  IBM  snd  Atgri  are  registered  tr^dfrnari^s  or  Apple  Computer.  Inc..  International  Business  Mactitnes  Corp.  and  Atari.  Inc  respectrvSy.  ComrTiadore  64  is  a  trademark  of  Commodore  Electronics  Limited. 
©  1983.  Spinnaker  Software  Corp.  AH  rigiits  reserved. 


DELTA  DRAWING.™  Have  fun  creating  pictures  and  computer 
programs.  Ages  4- Adult. 


Kids  love  to  draw. 
And  DELTA  DRAWING 
Learning  Program  lets 
them  enjoy  creative 
draw/ing  and  coloring 
w^hile  they  learn 
computer  program- 
ming concepts.  As 
they  use  simple  commands 
to  put  lines  and  colors  in 


"tHT.-    «^Hi=^^r-^A>T''-"Sri:«^^! 


A  trip  through  ALPHABET  ZOO™  Ages  3-8 


It's  a  race.  It's  a 
chase.  It's  Alphabet 
Zoo,  the  exciting 
game  that  will  have 
your  kids  zipping 
through  the  maze, 
after  letters  that  fit 
the  picture  on  the 
screen. 

And  at  the  same  time,  your 


kids  will  be  learn- 
ing the  relation- 
ship of  letters 
and  sounds, 
and  sharpen- 
ing their 
spelling  skills. 
So  they'll  be 
laughing  and  learning  at 
even/  turn.  '" , 


their  drawings,  they're 
actually  writing  com- 
puter programs! 

With  DELTA  DRAWING, 
even  kids  who  have  never 
used  a  computer  before 
can  learn  to  do  simple 
programming  and  build 
an  understanding  of  procedural  think- 
ing. It's  easy,  clear,  and  lots  of  fun! 


^""^m 


The  stoty  of  STORY  MACHINE.™  Ages  E  to  9. 


STORY  MACHINE  is  like 
a  storybook  come  to 
life.  Using  the  key- 
board, your  children 
write  their  own  fun 
little  stories.  The 
computer  then 
takes  what  they've 
written  and  animates  their 
story  on  the  screen,  com- 


plete with  full  color 
graphics  and  sound. 
STORY  MACHINE 
helps  your  children  learn 
to  write  correctly, 
become  familiar  with 
the  keyboard,  and  lets 
them  have  fun  exer- 
cising their  creativity  at  the 
same  time. 


SPffmOKER 


Dbks  fcr:  Apple,  Atari,  IBM,  Commodore  64, 
Cartridges  fur:  Atari.  Commodore  64 


Wis  make  learning  fun. 


disk  which  can  be  substituted  for  the  ASCII  set.  If  you 
like,  you  can  even  define  your  own  character  set  using 
the  program  "Animatrix,"  also  on  this  disk.  This 
method  ivas  employed  in  the  Apple  version  of  the  game 
"Goblin,"  which  appeared  in  the  July  1983  issue  of 
COMPUTE!.  Consult  the  booklet  which  accompanies  the 
Tool  Kit  disk  for  details  on  these  techniques. 

Programming  The  Commodore 
Joystick 

I  own  a  Commodore  VIC-20. 1  have  learned  how 
to  program  games,  but  I  have  not  learned  how  to 
program  the  games  to  respond  to  a  joystick. 

I  have  looked  in  the  VlC-20  Programmer's 
Reference  Guide,  but  I  did  not  understand  the  in- 
formation. 1  would  like  to  know  how  to  program 
games  to  respond  to  a  joystick.  Would  you  please 
explain  this  to  me? 

Mitchell  Kerman 

In  both  the  VIC-20  and  the  Commodore  64,  the  joystick 
is.programmed  by  PEEKing  two  bytes. 

The  VIC  is  designed  to  handle  only  one  joystick, 
and  it  takes  two  bytes  to  control  that  joystick.  In  the 
VIC,  location  37137  is  PEEKed  to  read  the  joystick  for 
the  up,  down,  left,  and  fire  button  movements.  Location 
37152  is  PEEKed  to  detect  movements  to  the  right. 
The  64  is  designed  to  handle  two  joysticks,  and 
unlike  the  VIC,  each  joystick  is  controlled  ivith  one 
byte.  To  detect  the  position  of  a  joystick  plugged  into 
port  A,  PEEK  56320,  and  for  port  B,  PEEK  56321  is 
used. 

To  see  just  how  easy  it  is  to  detect  movement  on 
the  joystick,  plug  in  your  joystick,  type  in  one  of  the 
following  short  programs,  and  then  R  UN.  The  programs 
simply  PEEK  the  joystick  control  bytes,  and  then  PRINT 
that  reading  to  the  screen. 

For  the  VIC-20: 

10  PRINT  PEEK(37137),PEEK(37152);  GOTO  10 
For  the  Commodore  64: 

10  PRINT  PEEK(56320),PEEK(56321):  GOTO  10 

As  you  run  the  programs  and  play  with  the  joystick, 
you'll  see  the  values  printed  to  the  screen  change  as  the 
values  in  the  joystick  ports  change.  You  can  program 
the  joystick  into  your  games  by  PEEKing  these  locations, 
arid  using  IF. . .  THEN  statements  in  your  program  to 
process  the  information . 

A  quick  word  about  programming  techniques  here. 
Because  the  joystick  control  bytes  are  often  shared  (that 
is,  they  do  other  things  besides  read  the  joysticks),  it  is 
more  efficient  to  PEEK  only  the  affected  bits  in  the 
joystick  control  bytes.  This  will  filter  out  other  informa- 
tion not  connected  to  the  joystick.  This  is  done  by  AND- 
ing  your  PEEKs.  For  more  information  on  which  bit  is 
used  for  each  joystick  application,  consult  the  Pro- 
grammer's Refeference  Guide  for  your  specific 
computer. 

20    COMPUTCJ     November  1983 


Saving  Macliine  Language  Programs 

I'd  like  to  protect  programs  I  write  on  my  VIC-20, 
and  I  know  that  using  machine  language  accom- 
plishes this.  But  how  do  you  save  machine  lan- 
guage on  tape? 

Dave  Karlson 

The  easiest,  quickest,  and  most  efficient  way  to  save  a 
machine  language  program  is  from  within  a  machine 
language  monitor.  There  are  many  monitor/assembler 
packages  available  for  your  VIC-20,  among  them 
"TINYMONl,"  published  in  COMPUTEI's  First 
Book  Of  VIC,  and  the  VICMON  Machine  Language 
Monitor  Cartridge  available  at  your  local  Commodore 
dealer.  The  folloioi)ig  technique  will  also  work  success- 
fully on  the  Commodore  64. 

Once  a  monitor  is  loaded  and  running,  the  usual 
format  for  saving  to  cassette  tape  is:  S  "name",  XXXX, 
y  yyv,  Ol  where  S  =  save,  name  =  name  of  program, 
XXXX  =  starting  address  of  the  machine  language 
program  to  be  saved,  YYYY  =  ending  address  of  the 
program,  and  01  is  the  device  number  (tape).  Saving  to 
disk  would  use  the  same  format,  except  that  the  device 
number  would  be  08  (disk).  However,  it  should  be  noted 
that  some  monitor/assemblers  use  a  different  format. 
See  the  accompanying  documentation. 

There  is  another  way  to  save  machine  language 
programs,  but  it  involves  some  redefining  of  the  VIC's 
operating  system.  You  can  save  a  machine  language 
program  in  the  same  manner  that  you  would  a  BASIC 
program.  To  accomplish  this,  you  have  to  redefine,  or 
POKE  three  sets  of  pointers.  First,  you  have  to  determine 
the  beginning  and  the  ending  addresses  of  the  machine 
language  program.  Once  this  is  known,  POKE  43  and 
44  (start  of  BASIC  pointer)  to  point  to  the  beginnijig  of 
the  program,  POKE  45  and  46  (start  of  BASIC  variables, 
or  end  of  BASIC  pointer)  to  point  about  10  bytes  past 
the  end  of  the  program,  arid  POKE  55  and  56  (highest 
address  used  by  BASIC)  to  pwint  about  30  bytes  past 
the  end  of  the  program.  Next  type  CLR.  Nozv  you  are 
ready  to  save  to  tape  or  disk  in  the  normal  manner,  i.e., 
"SAVE  filename,  1"  (for  tape)  or  "SAVE  filename, 
8"  (disk). 

To  LOAD  the  programs  back  into  memory,  use  the 
standard  format  for  LOADing  machine  language  pro- 
grams: LOAD  filename,  device  number,  1.  For 
example,  LOAD  "filename",  8,1. 


COMPUTE!  welcomes  questions,  comments,  or 
solutions  to  issues  raised  in  this  column.  Write  to: 
Readers'  Feedback,  COMPUTE!  Magazine,  P.O. 
Box  5406,  Greensboro,  NC  27403.  COMPUTE! 
reserves  the  right  to  edit  or  abridge  published 
letters.  © 


^   i- 


4 


t>-_    _l;|*s. 


Introducing  a  computer  game 

that  will  bring  outtne  railroad  buf^theh^on, 

the  adyenturer,and  the  kid  in  jour  kid. 


TRAINS  l5  one  computer  game  that  will  really  bring  out 
the  best  In  kids,  Of  all  ages. 

Because  TRAINS  is  a  Spinnaker  game,  which  means  it's 
a  learning  game  that's  really  fun  to  play. 

TRAINS  puts  kids  in  charge  of  an  old-time  railroad.  And 
whether  their  railway  empire  gets  bigger  or  goes  out  of 
business  is  entirely  up  to  them. 

As  they  Juggle  the  challenges  of  picking  up  supplies  and 
delivering  to  various  industries,  paying  their  employees, 
keeping  the  locomotive  filled  with  coal,  and  making  enough 
money  to  venture  into  new  territories,  kids  are  actually 


learning  the  economics  of  running  a  business. 

They're  learning  to  manage  financial  resources,  and  to 
use  different  kinds  of  information  in  setting  priorities. 

And  best  of  all,  they're  having  fun  while  they  learn. 

Look  for  TRAINS  on  disk  at  your 
local  software 
retailer,  and  play 
it  on  your  Apple® 

Atari? or  Com-        ■  .  ■  ^''^■^  ".--sMRb-VJ 

modore  64'" 
computer. 

^m       ■  IJii?.;  ow  .4M  wt  * 


sPffunoiWR 


We  make  learning  fun. 


©1963,  5pinnjkef  Software  Corp  Alt  rights  reserved  AppJe  and  Alan  are  registered  iridemarhs  of  Apple  Computer,  Int .  and  Atari,  Inc  re5pecti\/eV 
Commodore  5fl  is  a  trademaf  h  of  Commodore  Ciecironjcs  Limited  Tf^Ams  Coirrpuser  Pr o^fam  li  a  trademark  ol  5pnnnaher  5oItwaie  Corp 


Questions  Beginners  AsIc 


Tom  R  Halfhill.  Features  Editor 


Are  you  thinking  about  buying  a  computer  for  the  first 
time,  hut  don't  know  anything  about  computers?  Or 
maybe  you  just  purcltased  a  computer  and  are  still  a  bit 
baffled.  Each  month,  COMPUTE!  will  tackle  the  questions 
most  often  asked  by  beginners. 

Ql  have  recently  purchased  a  computer  with 
a  cassette  recorder.  In  a  recent  issue  of 
COMPUTE!,  an  author  stated,  "Remember  that  the 
safest  way  to  make  sure  that  your  program  is  not 
lost  forever  is  to  save  it  at  least  every  half  an  hour 
that  you  work  on  it."  Does  this  mean  that,  when 
typing  in  the  extra  long  programs,  you  should 
stop  half  an  hour  into  the  program  and  save  it, 
then  continue  typing  from  that  point  on? 

A  To  be  safe,  yes.  You  might  want  to  stop  and 
save  the  program  even  more  often,  or  less 
often  -  depending  upon  how  much  of  your  work 
you  are  willing  to  reconstruct  in  the  event  of  a 
disaster. 

Remember  that  programs  loaded  from  disk 
or  tape,  or  typed  on  the  keyboard,  are  kept  by  the 
computer  in  Random  Access  Memory  (RAM). 
RAM  holds  this  information  only  while  the  com- 
puter's power  is  on.  If  you  are  typing  in  a  long 
program  and  a  thunderstorm  suddenly  knocks 
out  the  electricity,  or  if  someone  kicks  loose  the 
power  cord,  all  your  work  will  be  lost.  You  would 
have  to  start  over  again  from  the  beginning. 

That's  why  most  people  "safety  save"  the 
program  they  are  typing  or  writing.  Admittedly, 
if  you  are  working  with  a  cassette  recorder  instead 
of  a  disk  drive,  this  can  be  inconvenient  because 
of  the  waiting  involved.  A  very  long  program 
might  take  ten  minutes  to  save.  If  you  save  your 
work  every  half-hour,  you  could  spend  one-third 
of  your  time  waiting  for  the  recorder. 

A  good  compromise  might  be  to  save  to  tape 
once  every  hour.  Decide  for  yourself:  If  there  are 
no  storms  brewing,  if  the  power  cords  are  safely 
hidden  from  passing  feet  and  pets,  and  if  no  one 
else  is  around  to  accidentally  turn  off  your  com- 
puter, you  can  probably  get  away  with  saving 
your  work  less  often  than  someone  who  must  put 
up  with  such  hazards. 

QI  own  an  Atari  800  (48K)  with  a  410  Program 
Recorder  and  my  brother  owns  an  Atari  400 
(16K)  and  a  410  also.  Is  there  any  way  to  interface 

22    COMPOTS!    November  1983 


the  two  computers  in  order  to  play  a  program 
through  both  at  the  same  time? 

Alt  is  possible  to  hook  up  two  (or  more)  com- 
puters to  share  a  program  -  even  two  com- 
puters which  are  normally  incompatible  -but 
there  are  several  complications  involved. 

First,  you  would  have  to  buy  or  make  a  cable 
to  hook  the  two  computers  together.  One  way 
would  be  to  use  the  parallel  or  serial  ports  on  a 
pair  of  850  Interface  Modules,  or  the  built-in  serial 
bus  on  each  computer  (although  the  latter  method 
would  interfere  with  access  to  peripherals,  such 
as  your  cassette  recorders).  I  know  of  no  cables 
for  this  purpose,  and  making  one  would  be  a  task 
for  a  knowledgeable  technician. 

Perhaps  using  a  pair  of  modems  would  be 
the  easiest  way  to  hook  up  the  computers.  Each 
computer  would  require  its  own  modem  and  tele- 
phone. You  would  call  up  your  brother's  computer 
and  link  them  together  over  the  phone  lines.  Of 
course,  this  would  also  require  the  proper  terminal 
software  -  a  program  to  allow  each  computer  to 
act  as  a  remote  terminal,  communicating  with  the 
other.  Whatever  you  typed  on  your  computer 
would  appear  on  your  brother's  screen,  and  vice 
versa.  In  effect,  you  would  be  "sharing"  a  program 
on  both  computers  -  the  terminal  program. 

But  to  do  anything  more  would  require  a 
special  program  to  take  the  place  of  the  terminal 
software.  You  don't  mention  in  your  letter  what 
type  of  program  you  want  to  share  on  both  com- 
puters. There  are  only  a  few  programs  designed 
for  this.  If  you  want  to  play  an  interactive  game  - 
with  you  and  your  brother  making  moves  and 
countermoves  from  your  own  computers  -  you'd 
need  a  game  program  specially  designed  for  this. 
The  only  one  I've  heard  of  is  Commbat  by  Adven- 
ture International.  This  is  an  interactive  tank  battle 
game  with  simple  graphics  that  can  be  played 
over  the  phone  lines  between  even  normally  in- 
compatible computers,  such  as  a  Radio  Shack 
TRS-80  and  an  Atari. 

Be  aware,  however,  that  such  games  are  lim- 
ited by  the  speed  of  data  transmission  over  the 
phone  lines.  It  is  very  difficult  to  program  fast 
action  and  flashy  graphics.  For  more  information, 
see  "Telegames:  Computer  Games  By  Phone,"  in 
last  month's  COMPUTE!,  and  "Telecommunica- 
tions: How  To  Get  Started,"  elsewhere  in  this 
issue.  ® 


«-» 


m 


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Developing  a 
child's  mind  is  seri- 
ous business.  But 
With  Spinnaker's 
Fannily  Learning 
Qannes,  helping  a 
child  learn  new 
skills  and  concepts 
is  fun  for  everyone  in  the  family. 
Take  UP  FOR  QRAB5.'"  It's  a  fast- 
■^   paced  crossword  game  that  will  keep  parents  and 
kids  on  their  toes.  Quick-grab  the  letters  you  need  off  the 
rotating  cube  before  someone  else  doesi  Place  them  in 
your  playing  area  and  build  words  fast  for  points.  It's  chal- 
lenging, it's  exciting,  and  ifs  actually  helping  your  children 
develop  their  vocabulary  and  spelling  skills. 


SPttV^' 


Then  there's  Ff^ACTIOM  FEVEF^.™  It's  got  arcade  action! 
Mop  along  on  your  pogo  stick  and  find  the  right  fractions, 
zap  the  wrong  ones,  look  out  for  holes  in  the  floor,  and 
keep  a  close  eye  on  the  clock.  Everyone  in  the  family  will 
want  a  turn-and  it's  a  great  way  for  kids  to  learn  what 
fractions  are  and  how  they  relate  to  each  other 

And  don't  forget  C05MIC  LIFE  '"-an  arcade-type  game 
where  you  populate  a  planet  using  strategy,  speed,  and 
your  ability  to  make  quick  decisions. 

Find  Spinnaker  Family  Learning  Game  cartndges  at 
your  local  software  retailer,  and  play  them  on  your  Atan® 
or  Commodore  64" 
home  computer 
And  make  learning 
,u„  for  the  «.o,e     ||^>|f  *«i®f'~»!  .,f ' 


sjPinff)Mi^09 


We  make  learning  fun. 


©  19B5,  SpinnaKsr  5olti*>3re  Corp,  All  fignts  reserved  UP  f  OR  QRABS.  FRACTIOM  f  EVER  and  COSMIC  LirE  compgter  pfogiams  3(e  [rjdemarhi  of  Spinnaher  5oltw3fe  Corp  Alan  15  3  regiitered  tfademark  of 
rttan.  Inc  Commodore  64  15  a  tradcmarKof  Commodore  Electronics  LirRtled 


TELECOMMUNICATIONS: 

How 
To  Get  Started 


Kathy  Yakal,  Editorial  Assistant 


More  and  wore  people  are  using  fhcir  personal  com-  Telecommunications  has  been  big  news  lately. 

piders  to  commimicate  with  bulletin  board  systems.  People  are  breaking  into  university  systems  and 

information  services,  mainframe  computers,  and  other  bank  account  files.  They're  even  doing  what 

personal  computers.  How  do  you  get  started  in  telecom-  sonne  people  said  couldn't  be  done  after  WarGames 

municatious?  What  kind  of  software  do  you  need?  Here's  came  out:  making  some  sort  of  contact  with  com- 

an  overview.  puters  that  monitor  and  control  this  country's 

^^^^^^^■^^^^^^■^^^^^^^^^^^^^^^■a  defense  system. 

Translating  Foreign 
Signals 

In  telecommunications,  the  infor- 
mation being  sent  from  one  com- 
puter to  another  travels  over 
the  telephone  lines.  Though  this 
is  the  most  efficient  method 
available  now,  there  is  a  prob- 
lem: telephones  and  computers 
are  based  on  different  technol- 
ogies. Phone  systems  are  de- 
signed to  filter  out  the  very  clicks 
and  pops  that  computers  use  to 
communicate. 

This  is  why  you  need  a  mo- 
dem (MOdulator/DEModulator). 
This  device  modulates  the  com- 
puter's digital  signals  into  analog 
signals,  so  the  phone  lines  can 
Anchor  Automations  Volksmodem  can  interface  with  most  personal  computers       carry  them,  and  then  demod- 
via  a  separate  cable.  It  is  a  direct-connect  modem.  ulates  them  back  mto  digital, 

24    COMPUTE!    November  1983 


NcAv  fromTimex...a  powerful  new  computer 


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River  Raid™and  Kaboom! ' 
are  here.  And  your  Atari '  home 
computer  just  became  more  fun 
than  ever. 

Because  River  Raid  and 
Kaboom!  have  been  re-designed  to 
take  full  advantage  of  home  com- 
puter capabilities. 

Far  beyond  anything  you've 
ever  experienced  before  in  video 
games. 

Unique  gi*aphics,  crisp  detail 
and  brilliant  sound  all  come  together 
with  spectacular  impact. 

River  Raid,™  the  battle 
adventure  up  the  "River  of  No 
Return." 

The  realism  of 
Cai'ol  Shaw's  River 
Raid  is  utterly 
amazing. 

It  challenges 
your  reflexes, 
stamina  and  sti"ategic  savvy  as  you 
battle  your  way  up  tiie  winding  river 

Enemy  choppers.  Jets.  Tanks. 
Hot-air  balloons.  Ships.  All  out  to 
blow  you  to  smithereens. 
But  you  strike  back. 
Keeping  one  eye  on  the  ever- 
changing  teirain. 

Bridges.  Mountains.  Canyon 
walls.  Islands. 

One  false  move  and  it's  curtains. 
And  if  you're  up  to  it,  now  you 
can  skip  easier  sections  of  the  river 
and  get  right  to  the  heart  of  tlie  battle. 


Everything  that  made  River 
Raid  such  a  smashing  hit  is  here. 
And  tons  more. 

Kaboom! ',  the  award- 
winning  game  of  catch  with 
buckets  and  bombs. 

Larr>^  Kaplan's 
Mad  Bomber  is 
back.  The  buckets 
are  back. 

But  now,  in 
Paul  Willson's 
adaptation,  you 
can  drop  the  bombs,  while  someone 
else  tries  to  catch  them. 

Imagine  dropping  bombs.  Faster 
and  faster. 

T)  the  ever- quickening  pace  of 
the  1812  Overture. 

You  shift  right.  Left.  Back  again. 
All  the  way  right. 

He  misses!  You  win! 

Now  it's  your  turn  to  catch.  The 
pressure  mounts. 

The  bombs  start  flying.  You 
dash  to  catch  them. 

And  so  it  goes  on  into  the  niglit. 

And  eveiytime  you  hit  a  new 
high  score,  it's  displayed  after  the 
game,  just  like  at  ttie  arcade. 

Kaboom!  and  River  Raid  for 
your  Atari  home  computer. 

They're  here. 

Just  for  the  fun  of  it. 


Activ'ision  is  a  registered  trademark  of  Activision.  Inc. 
Atari  is  a  rv.tristcrcd  trademark  of  Atari,  Inc. 
■c  1983  Adiviiiun.Iric. 


so  the  computer  on  the  other  end  can  receive  them. 

The  modem  serves  as  a  translator. 

There  are  two  types  of  modems  commonly 
used  with  personal  computers.  Acoustic  moderns 
have  a  set  of  soft  rubber  cups  into  which  you  insert 
the  phone's  handset.  One  cup  contains  a  speaker, 
which  generates  audio  tones,  the  other  a  micro- 
phone, which  receives  tones  from  the  other 
modem. 


Once  you  have  the  correct 

hardware  and  software  for 

telecommunications,  there 

is  a  great  deal  of  information 

that  you  can  access. 


Direct-connect  modems  plug  directly  into  the 
telephone  through  a  modular  phone  jack.  Some, 
like  the  VICmodem,  are  cartridges  that  are 
plugged  directly  into  a  port  on  the  computer. 
Others  are  stand-alone  units  about  the  size  and 
shape  of  an  eight-track  cartridge  tape  which  can 
be  placed  directly  beneath  the  phone  and  plugged 
in.  Some  of  these  have  a  feature  which  allows  you 
to  switch  from  phone  functions  to  modem  func- 
tions. This  spares  you  from  having  to  keep  con- 
necting and  disconnecting  the  modem  when  you 
want  to  use  the  phone  to  make  a  call. 

Acoustic  modems  are  generally  less  expensive 
but  direct-connect  modems  gen- 
erally offer  a  better  connection, 
since  the  sound  frequencies  nec- 
essary for  telecommunications 
are  generated  directly  on  the 
phone  lines.  Extraneous  room 
noises  can  interfere  when  you're 
using  an  acoustic  modem  if  the 
phone  handset  is  not  sealed  very 
tightly  in  the  cups. 

Some  computers  come  with 
a  built-in  modem.  The  Radio 
Shack  TRS-80  Model  100  Portable 
Computer  is  an  example.  The 
modem  functions  and  terminal 
software  are  contained  inside 
the  computer;  all  you  need  is  a 
cable  to  start  telecomputing. 


Dumb  Peripherals 

If  you  turn  your  personal  com- 
puter into  a  terminal  when  using 
a  modem,  how  can  it  accomplish 
something  as  complicated  as 


transmitting  data  to  another  terminal  around  the 
block  or  around  the  world?  Your  computer  must 
be  able  to  send  and  interpret  bits  in  the  pattern 
you  want,  or  you'll  just  be  sending  and  receiving 
nonsense.  This  is  why  you  need  special  software 
for  telecommunications. 

Some  terminal  software  comes  on  cassette, 
some  on  disk,  and  some  in  cartridge  form.  There 
are  several  terminal  programs  in  this  issue. 

Matching  Up 

Also,  a  modem  must  be  properly  aligned  with 
another  modem  before  information  transmission 
is  possible.  Both  modems  must  be  matched  in 
several  ways. 

Baud  rate  is  the  number  of  bits  being  sent  every 
second.  This  can  vary  from  110,  which  is  what  the 
old  teletypes  use,  up  to  9600.  The  faster  the  rate, 
the  lower  your  phone  bills.  But  sending  informa- 
tion as  fast  as  9600  bits  per  second  really  tests  the 
capabilities  of  the  telephone  system.  In  order  to 
establish  communications,  you  need  to  know  the 
baud  rate  at  which  the  system  you  are  calling  is 
operating  so  that  you  can  set  your  terminal  soft- 
ware to  the  same  rate. 

Another  factor  is  rfi/;7/t'.\7»__^.  Full-duplex  means 
being  able  to  send  and  receive  data  at  the  same 
time.  Half-duplex  allows  for  only  one-way  com- 
munication. If  this  is  not  matched  correctly  to  the 
system  with  which  you  are  communicating,  you 
may  see  double  characters  on  your  screen  or  none 
at  all. 

Some  terminal  software  allows  you  to  upload 
and  download  programs.  Say  you  have  a  friend  in 
another  part  of  the  country  who  just  programmed 


The  Racal-Vadic  VA3413  is  an  acoustic  modem.  The  telephone  handsel  is  pushed 
into  the  soft  rubber  cups  on  the  side. 


28    COMPUTi!    November  1983 


LAST  NIGHT,  COMPUSERVE  TURNED  THIS 

COMPUTER  Into  ATravelAgentForJennie, 

A  Stock  Analyst  For  Ralph,  And  now, 

Its  Sending  Herbie  To  Another  Galaxy. 


NO  MATTER  WHICH  COMPUTER 

YOU  OWN,  WE'LL  HELP  YOU  GET 

THE  MOST  OUT  OF  IT. 

If  you've  got  places  to  go, 
CompuServe  can  save  you  time  and 
money  getting  there.  Just  access  the 
Official  Airline  Guide  Electronic 
Edition—for  current  flight  schedules  and 
fares.  Make  reservations  through  our 
on-line  travel  service.  Even  charter 
a  yacht  through  "Worldwide  Exchange." 

If  your  money's  in  the  market, 
CompuServe  offers  a  wealth  of 


prestigious  financial  data  bases. 
Access  Value  Line,  or  Standard  and 
Poor's.  Get  the  latest  information  on 
40,000  stocks,  bonds  or  commodities. 
Then,  consult  experts  like  IDS 
or  Heinold  Commodities.  All  on  line 
with  CompuServe. 

Or  if,  like  Herbie,  intergalactic 
gamesmanship  is  your  thing,  enjoy  the 
best  in  fantasy,  adventure,  and  space 
games.  Like  MegaWars,  the  ultimate 
computer  conflict. 

To  get  all  this  and  more,  you'll 


need  a  computer,  a  modem  and 
CompuServe.  CompuServe  connects  with 
almost  any  personal  computer,  terminal, 
or  communicating  word  processor 
To  receive  an  illustrated  guide  to 
CompuServe  and  learn  how  you  can 
subscribe,  contact  or  call: 

CompuServe 

Consumer  Information  Seivtce.  P.  0.  Box  20212 
5000  Arlington  Centre  Blvd  ,  Columbus.  OH  43220 

800-848-8199 

in  Ohio  call  614-457-0802. 


An  H&R  Bock  Company 


Modem  Manufacturers  And 
Distributors 

Listed  below  are  the  manufacturers  and  dis- 
tributors of  the  modems  included  in  our 
buyer's  guide,  as  well  as  those  of  the  major 
information  and  news  services. 

Anchor  Automation 
6913  Valjean  Street 
Van  Nuys,  CA  91406 

Cermetek  Microelectronics,  Inc. 
1308  Borregas  Avenue 
P.O.  Box  3565 
Sunnyvale,  CA  94089 

Commodore  Business  Machines 
1200  Wilson  Drive 
West  Chester,  PA  19380 

Emtrol  Systems,  Inc. 
123  Locust  Street 
Lancaster,  PA  17602 

Hayes  Microcomputer  Products,  Inc. 
5923  Peachtree  Industrial  Boulevard 
Norcross,  GA  30092 

Microbits  Peripheral  Products,  Inc. 
225  West  3rd  Street 
Albany,  OR  97321 

The  Microperipherai  Corporation 
2565152nd  Avenue  N.E. 
Redmond,  WA  98052 

Novation,  Inc. 
20409  Prairie  Street 
Chatsworth,  CA  91311 

Prentice  Corporation 
266  Caspian  Drive 
P.O.  Box  3544 
Sunnyvale,  CA  94088 

Racal-Vadic 

1525  McCarthy  Boulevard 

Milpitas,  CA  95035 

TNW  Corporation 
3444  Hancock  Street 
San  Diego,  CA  92110 

Universal  Data  Systems 
5000  Bradford  Drive 
Huntsville,  AL  35805 


a  great  game  and  wants  to  share  it  with  you,  but 
doesn't  have  a  printer.  If  you  both  have  the  same 
kind  of  computer,  and  an  appropriate  terminal 
program,  that  program  can  be  uploaded  (sent)  to 
you.  What  you  will  be  downloading  is  ASCII  code 
(numbers  which  represent  all  possible  screen 
characters).  Each  character  is  received  one  at  a 
time.  Not  all  terminal  software  has  this  capability; 
make  sure  that  yours  does  if  you  want  to  be  able 
to  upload  and  download  to  and  from  bulletin 

30    COMPUTCl    November1983 


board  systems,  information  services,  or  other 
personal  computers. 

The  World  Of  Telecomputing 

Once  you  have  the  correct  hardware  and  software 
for  telecommunications,  there  is  a  great  deal  of 
information  that  you  can  access: 

News  and  iuforiimtion  services.  CompuServe 
and  The  Source  are  two  examples.  Once  you  have 
purchased  a  subscription,  you  can  call,  type  in 
your  secret  ID  number  or  password,  and  have  all 
kinds  of  information  delivered  to  you  immediately 
-  news,  sports,  stock  market  reports.  You  can  set 
up  your  own  electronic  mailbox  so  that  messages 
can  be  left  for  you.  CompuServe  even  has  its  own 
version  of  CB  radio:  You  can  get  on-line  with  other 
people  using  the  system  and  have  a  conversation. 

Bulletin  board  systems.  Offering  some  of  the 
features  of  the  major  information  services,  there 
are  hundreds  of  bulletin  board  systems  set  up  in 
North  America.  Some  of  them  are  free,  some  re- 
quire a  membership  fee.  Most  of  them  are  de- 
signed to  bring  together  people  with  common 
interests:  owners  of  specific  types  of  computers 
who  want  to  share  programs  and  help  solve 


News  And  Information  Services 

Here  are  addresses  and  phone  numbers  for 
some  of  the  major  news  and  information 
services.  New  York  Zoetrope  publishes  The 
Directory  ofOn-Liue  Databases;  you  can  get  one 
by  sending  $29.95  plus  $1.50  for  shipping 
and  handling  to  New  York  Zoetrope,  80  East 
11th  Street,  New  York,  NY  10003. 

CompuServe 

5000  Arlington  Centre  Boulevard 

P.O.  Box  20212 

Columbus,  OH  43220 

Customer  Service:  (800)  848-8990 

or  (614)  457-8650 

Dow  Jones  Information  Services 
P.O.  Box  300 
Princeton,  NJ  08540 
Customer  Service:  (800)  257-5114 
or  (609)  452-1511 

The  Source 

1616  Anderson  Road 
McLean,  VA  22102 
Customer  Service:  (800)  336-3366 
or  (703)  734-7500 

Telenet 

(GTE  Communications) 

8229  Boone  Boulevard 

Vienna,  VA  22180 

Customer  Service:  (800)  572-0408  (in  Virginia) 

(800)  336-0437  (outside  of  Virginia) 

(703)  442-2200  (outside  of  U.S.) 


mm. 


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IMPROVE  YOUR  UFIE 
WHILE  WATCHING  TV? 


Overcome  annoying 
habits... build  new  and 
p>ositive  ones! 

Eight  Expando-Visfon'''"  subliminal 
programs  are  available  to  inelp  you: 

1 .  Weight  contror/exercise 

2.  Stop  smoking/general  health 

3.  Stress  control/positive 
thfnking 

4.  Stop  drrnkrng/responsibflity 

5.  Athletic  confidence/golf 

6.  Study  habits/memory  power 

7.  Career/success  motivation 

8.  Sexual  confidence 

Expando-Vlsfon™  feeds  positive 
subliminal  messages  to  your  sub- 
conscious while  you  watch  regular 
TV  programs.  Flashed  at  1/30  of  a 
second,  the  messages  occur  too  fast 
for  your  eye  to  see,  but  your  sub- 
conscious uses  that  information  to 
reinforce  your  will  to  succeed. 
Subliminal  messaging  has  been 
shown  effective  in  over  20  years  of 
clinical  and  university  research. 

It  ts  legal.  The  FCC  limits  commer- 
cial subliminal  messages... but  with 
Expando-Vlslon,  you  ^r^  person- 
ally at  the  controls  In  the  privacy  of 
your  home.  You  can  view  the  mes- 
sages in  slow  motion  to  see  exactly 
what  they  are. 

It  strengthens  your  will,  but  can 

not  compel  you  to  do  something 
against  your  will.  Expando-Vision 

operates  on  well-established 
psychological  principles  of  positive 
reinforcement. 


Computer  Hookup 

To  use  the  system  you  need  ^n  inex- 
pensive home  computer  (VIC  20,® 
Commodore  64,®  Atari  400®  or 
Atari  800® ).  You  need  the 
Expando-Vlslon  Interfacing 
Device... S89. 95  (a  one  time  pur- 
chase that  attaches  easily  to  your 
computer] . .  .and  you  need 
Expando-Vlslon  programs.. 
S39.95  each.  (Add  S3.00  shipping 
and  handling.  Mich,  residents  add 
4%  sales  tax). 

Credit  Card  Orders  Call  Toll  Free 

T -800-543-7500 

Operator  828. 

Tell  us  which  program(sJ  you  would 
lil<e  and  charge  your  purchase  to 
Visa,  MasterCard,  American  Express 
or  Diner's  Club.  Or  request  free 
brochure.  Please  use  coupon,  if  pay- 
ing by  checl<  or  money  order.  Allow 
4  to  6  weeks  for  delivery. 

Full  cost  refund  if  not  completely 
satisfied  within  30  days  of 
receipt. 


Stimutech,  Im: 

DepE,3  01  A.  \: 


..  P.O.  Box  2575. 
,  Unsing,  Ml  48823 


Shtp  ro  (PlfMspPrrnt) 


A<M(e« 

City 

Swe 

Z,p 

Phone 

Send  me  Sublmina  Program  Numbef(s| 

HI  U2a3n4  05  06  07  08 

®  39  95  eti  Plus  C  Interface  Device  at  S89  95 
ca  Add  S3  shippinq  a  handling.  Michigan 
residents  add  4%  wies  tax  TOTAL  PRICE 

S Enclosed  IS  check  or  money  order 

Computer  Type:  LjVIC-20  OComm  64 
HAtari  4(XI,  800  Specily  DCart  GDisk 
HTape  I  will  use  with  cable,  transmitting  on 
Ch  ri2  n3  n4  nother.  Send  HDealer  info, 
UFREE  brochure.  tIJEnclosed  is  S3  for  System 
Manual  only 

Dealer  inquiries,  orders  call  5 1 7-332-77 1 7 


NOTE  TO  BUYERS  Owners  of  VIC  20'"  and 
Commcxlore  64'  Computers  can  view 
Expando- Vision  "^  with  TV  signals  from  a  TV 
antenna  (Cfi  3  or  4  only).  caWe  TV  [transmis- 
sions on  Cti  3  or  4  .  or  from  3T\y  vjdeo  cassette 
or  vicfeo  disl<  player  Atari  400  or  800  cw/ners 
can  use  Expando-Vision  with  TV  antenna  (Ch. 
2  Of  3  only).  Cable  (transmissions  on  Ch  2  or  3] 
or  any  video  cassette  or  disk  player  Systems 
compatitile  with  omer  home  computers  are 
under  developmetr:  and  will  be  introduced 


EXPANIK>-VISION 

Straight  To  The  Mind's  Eye 


EKpando-Viion  ipat  pertdinqj  is  ti  [r,ideniark  for  fiome  compuier  (jehdwor  inodrficdiion  vyuems  owned  by  SiimuJecfi.  trK  .  Ea^r  Lansing.  Ml  48823  ViC  10  and  Commodore  64  a/e 
registered  trademarks  of  ComrrBdore  Business  Machrnm:  Atari  400  and  Atair  800  are  legiuered  rrademarts  of  Aiarj.  inc  ■=;  stimuiecti,  tnc  .  1 983 


31 


hardware  or  software  problems,  people  involved 
in  ham  radio,  film  buffs  -  even  people  who  want 
to  find  a  date. 

Personal  business.  It  may  be  possible  soon  to 
attend  to  most  of  your  personal  needs  with  your 
persona]  computer.  Pcriphonics,  an  Exxon  af- 
filiate, has  developed  an  interface  that  permits  a 
bank  to  link  up  with  almost  any  personal  computer 
for  individual  bank  transactions.  Shopping  by 
mail  is  possible  through  the  Burbank-based  "Fan- 
tasy Plaza."  Expect  to  see  more  services  like  this 


spnngmg  up. 

Computer  programs  over  the  radio.  It  is  possible 
to  download  computer  programs  from  your  radio. 
The  Microperipheral  Corporation  has  even  de- 
veloped a  modem  designed  for  reception  of  com- 
puter data  from  commercial  radio  stations. 
Though  this  is  not  a  widespread  use  right  now, 
radio  stations  and  cable  operations  around  the 
country  may  soon  be  following  the  lead  of  stations 
like  KMPS  in  Seattle,  which  has  been  downloading 
computer  programs  by  radio  since  March. 


A  Buyer's  Guide  To  Modems 


The  following  chart  lists  features  of  several 
modems  compatible. with  personal  com- 
puters. We  have  tried  to  include  as  many  as 
possible;  any  omissions  do  not  represent  an 
editorial  judgment  on  their  quality.  If  you 
need  more  information  about  a  specific 
modem,  consult  the  list  of  manufacturers 
and  distributors. 

Here  is  a  brief  explanation  of  the 
categories  on  the  chart: 

•  Compatibility.  This  is  probably  the  most 
important  consideration  in  choosing  a 
modem.  Since  modems  are  serial  devices, 
most  are  RS-232  compatible;  some,  however, 
are  specific  to  certain  machines.  Even  if  your 
computer  has  an  RS-232  port,  make  sure  you 
have  the  necessary  interface  cable. 

•  Communication  Standard.  The  Bell  103  is 
the  most  common  communication  standard 
found  on  modems  available  for  personal 
computers.  It  allows  information  to  be  sent 
at  the  rate  of  300  baud;  some  can  go  as  fast  as 
600  baud.  The  Bell  202  and  212A  facilitate 
data  transmission  at  a  faster  rate. 

•  Coupling  Method.  A  modem  can  link 
your  home  computer  to  the  phone  lines  in 
one  of  two  ways.  A  direct-connect  modem 
plugs  directly  into  the  phone  through  a 
modular  phone  jack.  Acoustic  modems  re- 
quire a  standard  desk  phone  handset,  so 
that  the  handset  can  be  pushed  directly  into 
the  modem's  soft  rubber  cups. 

•  Baud  Rate.  Or,  more  technically  correct, 
bits  per  second.  A  speed  of  300  baud  is  pretty 
standard  on  most  of  the  modems  you  will 
encounter. 

•  Duplexing.  Half-duplex  and  full-duplex 
indicate  whether  information  can  be  sent 
and  received  at  the  same  time.  When  tele- 
computing, failure  to  match  your  modem's 


duplexing  abilities  with  those  of  the  modem 
at  the  other  end  may  result  in  character  dupli- 
cation or "echo." 

•  Auto-Anszoer.  This  feature  is  necessary 
if  you  want  to  be  able  to  automatically  answer 
calls  from  other  telecomputing  stations  (for 
example,  if  you  want  to  set  up  a  bulletin  board 
system  for  others  to  call). 

•  Auto-Originate.  Lets  your  modem  dial 
phone  numbers  to  call  other  telecommunica- 
tions facilities. 

•  Self'Test.  Some  modems  have  the 
capability  to  test  themselves  to  see  if  every- 
thing is  hooked  up  correctly  and  working, 

•  Carrier  Detection  Indicator.  How  can 
you  tell  if  you  have  connected  with  the  party 
at  the  other  end?  Most  modems  have  a  way 
of  indicating  this  to  you,  either  by  a  light  or 
LED  on  the  modem  itself,  or  by  a  signal  that 
appears  on  the  screen. 

•  Power  Supply.  Your  modem  must  oper- 
ate from  some  kind  of  power  source.  Usually 
this  is  through  a  wall  socket  or  internal  bat- 
tery; sometimes  the  modem  draws  its  power 
directly  from  the  host  computer. 

•  Cables/Connectors  Included?  Connecting 
your  modem  to  your  computer  may  require 
the  purchase  of  additional  cables  or  con- 
nectors like  an  RS-232  cable  (if  you  do  not 
already  own  one),  or  some  other  kind  of 
system-specific  connector.  Some,  like  the 
VICmodem,  plug  directly  into  the  computer. 

•  Terminal  Softiuare  Included?  Some 
modem  packages  include  terminal  software. 
If  the  one  you  buy  does  not,  you  will  need  to 
either  purchase  a  program  or  type  one  in 
from  a  magazine  or  book, 

•  Price.  The  modems  listed  on  this  chart 
include  suggested  retail  prices  at  the  time  of 
this  writing. 


32    COMPUni    November  1983 


Buy  Miaomodem  lie™  with  Smartcom  Fsoftware 
ri^tnow  and  get  this  $140  value  FREE! 


Subscription  to  THE  SOURCE, 


One  hour  connect  time. 


A  comprehensive  hard-bound 
handbook  on  communications. 
Fayue  $19.95     ^ 


Your  Apple's  telephone. 


their  toll-free  numbet  And  you're 
already  well  on  your  way  to  getting 
on-line! 

It  frees  up  your  time.  This  offer  also 
entides  you  to  $20.75  worth  of  connert 
time-at  no  charge.  Use  it  as  you  please! 
Check  the  latest  news  and  sports. 
Look  up  your  flight  schedule.  View 
your  stock  portfolio.  You  name  it.  The 
time  is  yours!  Sixty  minutes  worth,  or 
more,  depending  on  the  day  and 
hour 

Giving  you  lots  of  connec- 
tions. THE 
SOURCE  has 
assembled  the 
most  compre- 
hensive programs  avail- 
able on  any  system.  For 
fun  and  practical  appli- 
cations. From  games 
to  commocnty  news 
Electronic  mail 
to  telecon- 
,,,  ■    ferencing. 


Discount  shopping  to  abstracts  of  articles 
from  business  magazines.  And  everything 
you  need  to  knov/  is  right  there  in  your 
comprehensive,  illustrated  User's  Manual 
It's  included  with  your  free  membership 
to  THE  SOURCE  ciuring  this  special, 
limited  time  offer  from  Hayes, 
Plus  the  last  word  on  communications. 
Now  here's  a  book  that  delivers  what  it 
promises!  In  Alfred  Glossbrenner's  best 
seller.  THE  COMPLETE  HANDBOOK  OF 
PERSONAL  COMPUTER  COMMUNICA- 
TIONS, you'll  find  a  thorough,  informative 
^^^\  study  of  miaocompu- 

I  X  I  LJ^M  j^v^®  ter  communications. 
I  T  I  ^iCiywO  Worth  every  cent  of 
\A^  ^  die  $19.95  this  hard- 

bound book  sells  for  And  yours  absolutely 
free!  liyou.  aanow!  See  your  dealer  soon. 
Buy  Miaomodem  He  with  Smartcom  1, 
and  get  tiie  best  telecomputing  system  for 
your  Apple.  Plus  a  $140  value  FREE. 
Hayes  Microcomputer  Products,  Inc. 
5923  Peachtree  Industrial  Blvd.,  Noraoss, 
Georgia  30092. 404/449-8791. 


Between  Nov,  1-Jan.  15,  you  and 
your  Apple  can  make  the  big  break. 
From  isolated  desktop  computing. 
To  the  exciting  world  of  telecomput- 
ing. With  Hayes  Micromodem  lie 
and  Smartcom  I  communications 
software.  A  complete  telecomputing 
package  for  Apple  II,  III,  He  or  Apple 
Plus  computers.  Let  Micromodem 
He  connect  you,  via  telephone 
lines,  to  computers,  terminals        ^'b 
and  information  services  all 
across  America,  Including  THE 
SOURCES  AMERICA'S  INFORMA- 
TION UTILITY.'" 
This  offer  takes  you  right  to  THE 
SOURCE!  And  you  won't  have  to 
pay  to  join!  The  same  day  you  pur- 
chase your  Miaomodem  He  with 
Smartcom  I,  call  THE  SOURCE  on 


I  Here's  all  you  have  to  do: 

I  1     when  you  purchase  your  Miao- 

Il.t  modem  lie  with  Smartcom  I,  save 
your  sales  receipt  and  Hayes  registration 

I  card  (packed  inside  the  box), 

I  "y    Pick  up  the  phone  and  call  THE 

I  ^ .  SOURCE .  on  their  toll-free  number: 

I      1-800-336-3366. 

i  Tell  THE  SOURCE  representative  that  you 

I  are  partidpating  in  the  special  Hayes  pro- 

J  motion,  give  the  serial  number  ofyour 

I  Miaomodem  He  (on  the  modem),  and  your 

I  credit  card  number  (VISA.  Master  Card .  or 

.[  American  Express).}  You  will  get  your 

I  password  to  THE  SOURCE,  ri^t  on  the  spot! 


3    Within  a  week  you  will  receive  an 
•  agreement  from  THE  SOURCE,  along 
with  your  New  Member  Kit.  Sign  the  agree- 
ment, and  return  it  within  10  days  to  THE 
SOURCE,  along  with  your  sales  receipt  for 
Micromodem  Ile/Smartcom  1,  and  Hayes 
registration  card.  Remember;  send  no  money 
Your  membership  is  free! 

4    That's  all  it  takes!  Look  for  your  User's 
.  Manual  and  free  communications  book 
within  two  weeks  of  receipt  of  the  agree- 
ment, sales  receipt  and  registration  card. 

tTHE  SOURCE Tcquires  a  maloi  credil  card  for  billinfiof 
hourly  connect  Ome  to  Individual  members.  Corporate 
members  may  apply  for  dlrett  blLng. 


'Suggested  retail  price.  "60  minutes  or  more  coiuaea  time. depending  on  the  day  and  bout 

©19S  j  Hayes  Microcomputer  Products.  Inc.  Micromodem  He  and  Sn^rtcom  I  are  trademarks  of  Hayes  Micfocompyter  Products.  Inc. 
THE  SOURCEandAMERtCA'SINFOflMATIOmmUTV  are  service  marlcs  of  Source  Telecomputing  Corporation. isubsidiaiy  of  The 
Reader's  Digest  Assodaoon.  Inc     Apple  Computer  is  a  re^stered  uademark  of  Apple  Computer  Inc 


MODEM 

Volksmodem 

Mark  VI 

Mark  VII 

MarkX 

Mark  XII 

AutoVIC 

leso 

VICmodem 

Info-Mate 
ZiZA 

TRS-80 

Lynx 

Manufacturer/ 
Distributor 

Anchor 
Automation 

Anchor 
Automation 

Anciior 
Automation 

Anchor 
Automation 

Anchor 
Automation 

Commodore 

Business 

Machines 

Commodore 

Business 

Machines 

Cermetek 
Micro- 
Electronics,  Inc 

Emtrol 
Systems,  inc. 

Compatibility 

moat  personal 
eompulors 

IBM-PC 

RS-232 

Hayes- 
compatible 

Hayes- 
compatible 

Commodore  B4 

VIC-20and 
Commodore  64 

RS-232 

TRS-BO   1, 

III 

CommunlcatJon 
Standard 

Bell  103 

Bell  103 

Bell  103 

Bell  103 

Bell  21 2A 

Bell  103 

Bell  103 

Bell212A 

Bell  103 

Coupling  Method 

dlroct- 
connect 

direct- 
connect 

direct- 
connect 

direct- 
connect 

dlrect- 
eonnect 

dlreet- 
connect 

dlrect- 
connect 

dlrect- 

connect 

dlrect- 
connect 

Baud  Rate 

300 

300 

300 

300 

300-1200 

0-300 

0-300 

300*1200 

3D0 

Dupleiilng 

fuilfhaif 

luli'half 

tuil/hatt 

(uli.'half 

fulLtialf 

lull'nalf 

hill 

full 

iulLhalf 

Auto-Answer 

no 

yes 

yes 

yes 

yes 

yes 

no 

yes 

yes 

Auto-Orlglnate 

yes 

yes 

yes 

yea 

yes 

yes 

no 

yes 

yes 

Self-Test 

yes 

no 

no 

no 

no 

no 

no 

yes 

no 

Carrier  Deleetlon 
Indicator 

varies 

tone 

light 

light 

varies 

LED 

LED 

light 

LEO 

Power  Supply 

9-voit 
battery 

liost 
computer 

AC 

12-valt 
adapter 

12-valt 
adapter 

host 
computer 

host 
computer 

AC 

AC 

Necessary  Cables 
Connectors  Included? 

no 

plugs  into 
computer 

yes 

yes 

yes 

plugs  Into 
computer 

plugs  into 
computer 

yes 

yes 

Tenninal  Software 
included? 

no 

yes 

no 

no 

no 

no 

yes 

no 

yes 

Warranty 

lifetime 

2  years 

2  years 

2  years 

2  years 

90  days 

90  days 

1  year 

1  year 

Price 

$79.95 
(S12.95for 

cable) 

$239 

$159.95 

$179.9S 

S399 

SI  73.55 

SI  09.95 

$595.00 

$299.95 

IMOOEM 

Apple  Lynx 

Hayes  Micro- 

modom  lOO 

Micromodom 
II 

Stack 

Smartmodem 

300 

Smartmodem 
1200 

Smartmodem 
1200B 

MPP-1000C 

MlCfO- 

connection  01 

Micro- 
connection  R1 

Manufacturer/ 
Distributor 

Emtfol 
Systems,  Inc. 

Hayes 

Microcomputer 
Products,  Inc. 

Hayes 

Microcomputer 
Products.  Inc. 

Hayes 

Microcomputer 
Products.  Inc. 

Hayes 

Microcomputer 
Products,  Inc. 

Hayes 

Microcomputer 
Products,  Inc. 

Microblls 

The  Micro- 
peripheral 
Corp. 

The  Micro- 
peripheral 
Corp. 

Compatibility 

Apple  1.  II. 
11 -1- 

S-100bu5 

Apple 

RS-232 

RS-232 

IBM-PC 

Atari  (no 
S50  needed) 

Osborne 

RS-232 

Communication 
Standard 

Beliia3 

Bell  103 

Beli1D3 

Belli  03 

Belli  OSS 
21 2  A 

Bell  21 2A 

Bell  103 

Belli  03 

Beil103 

Coupling  Method 

direct- 
connect 

direct- 
con  nect 

direct- 
conned 

direct- 
connect 

dlrect- 
connect 

direct- 
con  nect 

direct- 
connect 

dlrect- 
connect 

direcl- 
connect 

Baud  Rate 

300 

45-300 

llOorSOO 

0-300 

0-300  &  1200 

0-30011200 

300 

300 

300 

Duplexing 

full/hail 

full 

full 

full/hall 

full/half 

full/half 

tull'hall 

full/halt 

full/halt 

Auto-Answer 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

no 

no 

Auto-Orlglnate 

yes 

yes 

yas 

yea 

yas 

ye« 

in 

no 

no 

Self-Test 

no 

no 

no 

yes 

yes 

yes 

no 

no 

no 

Carrier  Detection 
indicator 

LED 

none 

LED  on 
board 

LED 

LED 

onscreen 

lone 

LED 

LED 

Power  Supply 

AC 

host 

computer 

host 

computer 

AC 

AC 

AC 

AC 

AC 

AC 

Necessary  Cables; 
Connectors  included? 

yes 

yes 

yes 

no 

no 

no 

y«> 

yes 

yes 

Terminal  Software 
included? 

yea 

no 

yes 

no 

no 

yea 

yes 

no 

no 

Warranty 

tyear 

2  years 

2  years 

2  years 

2  years 

2  years 

lyear 

90  days 

90  days 

Price 

$299.95 

S399 

S409 

$289 

S609 

$599 

SI  49.95 

$159 

SI  59 

34    COMPUTE!    November  1963 


i  V 


& 


I 


t 


The  first  program 
you  should  buy. 

The  more  you  use  your  computer,  the  more  you 
want  it  to  work  for  you. 

But  where  do  you  begin?  There  are  literally 
thousands  of  programs,  it's  time  consuming, 
confusing  and  frustrating!  The  answer  is  to 
begin  with  THE  LAST  ONE™. 

THE  LAST  ONE . . .  The  program  that  writes 
programs! 

Now,  for  the  first  time,  your  computer  is  truly 
'personal'.  Now,  simply  and  easily,  you  can 
create  software  the  way  you  want  it. 

From  Accounting  to  the  Zodiac,  THE  LAST 
ONE  puts  you  keystrokes  away  from  whatever 
you  need  from  your  computer. 

THE  LAST  ONE . . .  See  it  at  your  dealer 
and  buy  it  first! 

Available  for  Commodore  64™,  Commodore  8032™, 
IBM  PC™,  Victor  9000™,  Apple  11™  and  lie™,  Radio 
Shack  Model  IT"  and  most  CP/M™  systems. 
Distributed  By 

IComputer 
'IIMarheting 

Services,  Inc*^ 
300  W.  Marlion  Pil<e,  Ctieny  Hill,  NJ  08002    (609)  795-9480 
Product  of  BLUE  SKY  SOFTWARE 

*THE  LAST  ONE  Is  a  registered  trademark  of  D.  J.  "Ai"  Systems,  Ud. 

The  Commodore  64  &  CBM  8032  IBM  PC  Victor  90011  Apple  II  &  He.  Radio  Shock  Mode!  II  ond  CP/M  ore  tegisleted  ttodemortts  of  Commodoie  Business  Mochlnei 
Inclntemoflonal  Business  Machines  Corp,  VIdor  Technologies  Inc.  Apple  Compulari  Inc,  The  Tondy  CoFporallor\  ond  Digital  Reseoich  Corp.  respectively. 


MODEM 

Micro- 
con  nectlonTI 

PConneetion 

Modem  Card 

Micro- 
connection  A1 A 

Mlcfo- 
connectlonA2A 

Micro- 
connection  TCI 

Micro- 
connection  A1 

Mlcro- 
connecttonRIA 

Micro- 
connection  T1 A 

Micro- 
connection  A2 

Manutaeturer' 
Dislrlbular 

The  Micro- 
Distributor 
Corp. 

TheHicro- 
peripheral 
Corp. 

The  Micro- 
peripheral 
Corp. 

The  Micro- 
pedptieral 
Corp. 

The  Micro- 
peripfieral 
Corp. 

The  Micro- 
peripheral 
Corp. 

The  Micro- 
peripheral 
Corp, 

The  Micro- 
peripheral 
Corp. 

The  Micro- 
peripheral 
Corp. 

Compatibility 

Tn&«) 
Model  1 

IBM-PC 

AUrJ 

(with  850) 

Atari 
(no  850) 

TR&«0 
Color 

Abiri 

(withaso) 

HS-23a 

TRS-SOII, 
111,16 

Atari 

CofTifnunlcallon 
Standard 

Bell  103 

Bell  103/113 

BeiHOS 

Bell  103 

Belli  03 

Bell103 

Bell  103 

Bell  103 

Bell  103 

Coupling  Method 

direct- 
con  nect 

direct- 
conr>ect 

diiect- 
connecl 

direct- 

connect 

direct- 
eonnect 

direct- 
con  nect 

direct- 
connect 

direct- 
con  nect 

direct- 
con  nect 

Baud  Rate 

300 

300 

300 

300 

300 

300 

300 

300 

300 

Duplexing 

tulMnM 

tuli-lHlf 

fulltiaif 

full/half 

full/?<aK 

full'half 

tultmalf 

full/halt 

tuiimaH 

Auto-Answer 

no 

yes 

yes 

no 

no 

no 

yes 

yes 

no 

Auto-Origln^e 

no 

yes  , 

yes 

yes 

no 

no 

yes 

yes 

no 

Seif-Test 

no 

no 

no 

no 

no 

no 

no 

no 

no 

Canier  Detection 
Indicator 

LED 

onscreen 

LED 

LED 

LED 

LED 

LED 

LED 

LED 

Power  Supply 

AC 

host 
computer 

AC 

AC 

AC 

AC 

AC 

AC 

AC 

Necessary  Cables' 
Connectors  Included? 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

Terminal  Software 
Included? 

yes 

yes 

yes 

yes 

no 

yes 

no 

yes 

yes 

Warranty 

90  days 

90  days 

90  days 

90  days 

90  days 

90  days 

90  days 

90  days 

90  days 

Plica 

«209 

S170 

$230 

S279 

SI  99.50 

$199 

$199 

$259 

$249 

MODEM 

Micro- 
connection 
Auto- Print 

Cat 

D-Cst 

Auto-Cal 

212Auto-Cat 

Apple-Cat  II 

212  Apple- 
Cat  II 

J-Cal 

103  Smart- 
est 

Manufacturer; 
Distributor 

The  Micro- 
peripheral 
Corp. 

Novation,  Inc. 

Novation,  Inc. 

Novation,  Inc. 

Novation,  Inc. 

Novation,  Inc. 

Novation,  Inc. 

Novation,  Inc. 

Novation,  Inc. 

CompaUlillity 

RS-232 

RS-232 

RS-232 

RS-232 

RS-232 

Apple  II, 

ll  +  ,lle 

Apple  II. 

II -t-.  lie 

RS-23Z 

RS-232 

Contntunlealion 

Standard 

Bell103 

Belli  03 

Bell  103 

Beinoa 

Bell  103  & 
212A 

Bell  103  & 
202 

Bell103S 
Z12A 

Bell  103 

Bell  103 

Coupling  Method 

direct- 
conneet 

acoustic 

direct- 
connect 

direet- 
connect 

di  red- 
connect 

direct- 
connect 

direct- 
con  nect 

direct- 
connact 

direct 
connect 

Baud  Rate 

300 

0-300 

0-300 

0-300 

0-300  &  1200 

0-300  a  1200 

0-300  &  1200 

0-300 

0-300  &  110 

Duplexing 

lull/half 

full/half 

full/half 

tull'half 

full/hall 

(ull/halt 

lullfhall 

full 

full 

Auto-Answer 

yea 

no 

no 

yes 

yes 

yes 

yes 

yes 

yes 

Auto-Qriglnate 

yea 

no 

no 

yea 

yes 

yes 

yea 

yes 

yes 

Self-Teat 

no 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

Carrier  Detection 
Indicator 

LED 

LED 

LED 

LED 

LED 

light 

light 

LED 

LED 

Power  Supply 

host 
computer 

AC 

AC 

AC 

AC 

host 
computer 

host 
computer 

AC 

AC 

Necessary  Cables/ 
Connectors  Included? 

yes 

yes 

yes 

yea 

yes 

yes 

yes 

yes 

yes 

Terminal  Software 
Included? 

yes 

no 

no 

no 

no 

yes 

yes 

no 

no 

Warranty 

90  days 

lyear 

lyear 

1  year 

lyear 

1  year 

lyear 

lyear 

1  year 

Price 

$149.95 

$189 

S199 

$249 

S69S 

8389 

$725 

$149 

$249 

36    COMPUTE!    November  1983 


INTEC 


32K 
48K 
64K 
16K 


RAM  BOARDS 

Lifetime  Warranty 
ATARI 

400/800 59.95 

400   84.95 

400   109.95 

Vic    20 69.95 


PRINTERS 

EPSON  FX  80 529.95 

EPSON  FX  100 729.95 

PROWRITER  8510  AP  .  .  369.95 
GEMINI  10  X 294.95 

INTERFACES 

Mlcrobtts  MPP 1100  Atari  ....  79.95 

Gfappler  +  Apple 124.95 

Cardco  ...  VIC     20-'64'  .  .  .  59.95 

MODEMS 

MPP  1000  Atari  Direct-Connect  W/Term. 

Software  fWO-   650  neeaed) 159.95 

Hayes  Smart  Modem  300  Baud  209.95 
Rana  1000  Drive 349.95 

Ordering  Information: 

We  accept  M/C,  VISA.  Money  Orders,  and  Cashier 
Checks,  Sorry  No  C.O.D:s. 
SHIPPING:  Add  3%  UPS  (S3, 00  Minimum). 
APO/FPO  5%  (S5,00  Minimum),  International 
Orders  10%  (SIO.OQ  Minimuml.  Credit  Cards  add 
3%.  Calilornia  Residents  add  6%  Sales  Tax. 

MICRO 
MERCHANT 

898  Via  Lata  Suite  'H' 

P.O.  Box  1516  C 

Colton,  CA  92324 

ORDERS  ONLY 

800-652-8391 

Customer  Service 
714-824-5555 


CC 


Your  PortfoUo,  Sir." 


The  DOW  JONES  INVESTMENT  EVALUATOR'  is  computer  soft- 
ware that  serves  your  personal  investment  needs  at  home— accurately  and 
efficiently. 

A  Personalized  System 

With  the  INVESTMENT  EVALUATOR,  your  home  computer  and  a 
telephone  modem,  you  have  a  personalized  system  for  managing  your  port- 
folio. A  system  that  automatically  updates  and  tracks  only  those  stocks  you 
want  to  follow— allowing  you  to  evaluate  your  position  at  a  glance. 

Easy  Access  to  News /Retrieval 

This  software  automatically  dials  and  connects  you  with  Dow  Jones 
News/Retrievalf  the  world's  leading  supplier  of  computerized  information 
on  demand.  It  allows  you  and  your  family  access  to  current  quotes,  finan- 
cial and  business  news,  general  news,  movie  reviews,  sports,  weather  and 
even  the  Academic  American  Encyclopedia. 

The  Right  Amount  of  Software  for  the  Job 

The  INVESTMENT  EVALUATOR  gives  you  the  capabilities  you  need 

without  making  you  pay  for  a  lot  of  complex  functions  you  may  never  use. 
Menu  screens  lead  you  to  what  you  want  with  one-touch  commands.  The 
program  is  completely  reliable,  comes  with  an  easy-to-follow  manual 
and  is  fully  supported  by  the  Dow  Jones  Customer  Service  hotline. 

From  Dow  Jones,  Publishers  of 
The  Wail  Street  Journal 

Dow  Jones  has  been  serving  the  business  and 
financial  communities  for  100  years.  Now 
Dow  Jones  Software*"  serves  you  at  home. 

For  a  free  brochure  call: 
l-S00-345-8500ext.  262 

<Alaslui,  Hawaii  and  foreign  cill  l-jl}-789-I<HIS  cil,  Z<:) 


Dm'  IC^'ES  SOFTVK^RE' 


Dow  Jones  Investment  Evaluator" 


Available  for  Apple  U,  Apple  tie, 
IBM  PC  and  Tl  ProfcMional. 

Compatibiliry  with  Atari  and 
CommodDre  to  follow^ 


Copyright  ©DawJ(inc8&  Co.  Jnc,  1963.  All  Rijthis  reterved. 


MODEM'^^BIHP 

103-212 

Smart-Cat 

Star 
Acoustic 

P-113D 

P-212 

VA103 
Modemphone 

VA31S 

VA31T 

VA355 

VA1252Q/K 

Manufacturer/ 
Distributor 

Novation,  Inc. 

Prentice 
Corp. 

Prentice 
Corp. 

Pfentlee 
Corp. 

Racal-Vadic 

Racal-Vadic 

Racal-Vadic 

Racal-Vadic 

Racal-Vadic 

Compatibility 

RS-232 

RS-232 

R&-2a2 

RS-232 

RS-232 

RS-232 

RS-232 

RS-232 

RS-232 

Communicstlon 
Slamtard 

Bell  103  a 
21 2A 

Bell  103 

Bell  103 

Belli  03  & 
21 2A 

Bell103/113 

Bell  103/113 

BeinT3B/113C 

Bell  103/113 

Bell  202 

Coupling  Method 

direct- 
con  nect 

acoustic 

dlrect- 
connect 

direct- 
connect 

direct- 
con  nect 

direct- 

connect 

direct- 
con  nect 

dlrect- 
connect 

direct- 
connect 

Baud  Rate 

0-300  & 
1200 

0-300 

0-300 

0-300  & 
1200 

0-300 

0-300 

0-300 

0-300 

0-1200 

Duplexing 

full 

full/halt 

fullfhalt 

full/half 

full 

full 

full 

full 

full/halt 

Auto-Answer 

yes 

no 

yes 

yes 

yes 

yes 

yes 

yes 

no 

Aulo-Origlnale 

yes 

no 

no 

no 

yes 

no 

no 

no 

no 

Self-Test 

yes 

yes 

yea 

yes 

no 

yes 

yes 

yes 

no 

Carrier  Deteriion 
Indicator 

LED 

LED 

LED 

light 

lamp 

LED 

LED 

LED 

LED 

Power  Supply 

AC 

AC 

AC 

AC 

AC 

AC 

AC 

AC 

AC 

Necessary  Cables 
Conr>ec10rs  Included? 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

Terrnlnal  Software 
Included? 

no 

yes 

yes 

yes 

no 

no 

no 

no 

no 

Warranty 

lyear 

lyear 

1  year 

lyear 

lyear 

lyear 

lyear 

1  year 

1  year 

Price 

S595 

St  99 

S260  (rack 
mounted)  S395 
(stand-alone) 

$4g5(rack 

mounted)  $595 
(stand-alone) 

S25O.S3B0 

$375 

$250 

S37S 

$525 

MODEM 

VA1 250/55 

VA3413 

VA212PA 

VA212LC 

TNW-103 

Operator  103 

UDS-212LP 

UDS-1D3JLP 

UDS-103O'ALP 

Manufacturer 
Distributor 

Racal-Vadic 

Bacal-Vadic 

Racal-Vatiic 

Racal-Vadic 

TNW 
Corporation 

TNW 
Corporation 

Universal 
Data  Systems 

Universal 
Data  Systems 

Universal 
Data  Systems 

Compaliblllty 

RS-232 

RS-232 

RS-232 

RS-232 

PET/CBM 
IEEE-438 

RS-232 

RS-232 

R5-232 

R5-232 

Communication 
Standard 

B^I202 

Bell  103 

Bell  103/21 2A 

Bell103/212A 

Ball  103 

Bell  103 

BBII212A 

Bail  103 

Bell  103 

Coupling  Method 

dlreel- 
connect 

acoustic 

direct- 
connect 

dlrect- 
connect 

direct- 
connect 

direct- 
connect 

dlrect- 

connect 

dlrect- 
connect 

direct- 
connect 

Baud  Rata 

0-1200 

0-300.1200 

0-300,1200 

0-300,1200 

300 

0-300 

1200 

0-300 

0-300 

Duplexing 

half 

lull 

full 

full 

full/half 

full/half 

full 

full 

full 

Auto-Answer 

yea 

no 

yes 

yes 

yes 

yes 

no 

yes 

no 

Auto-Orlgln«t» 

no 

no 

yes 

no 

yea 

yes 

no 

no 

no 

Setf-Test 

yes 

yes 

yes 

yes 

yea 

yes 

no 

no 

no 

Carrier  Detection 
Indicator 

LED 

LED 

LED 

LED 

onscreen 

beep 

none 

none 

none 

Power  Supply 

AC 

internal 

AC 

AC 

AC 

AC 

telephone 
line 

leleptione 
line 

telephone 
line 

Necessary  Cables/ 
Connectors  Included? 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

Terminal  Software 
Included? 

no 

no 

no 

no 

yea 

no 

no 

no 

no 

Warranty 

1  year 

lyear 

lyear 

lyear 

1  year 

2  years 

lyear 

lyear 

lyear 

Price 

$425-5525 

$695 

$795 

S5S0 

$449 

$189 

$445 

$195 

$145 

38     COMPUTE!     November  1983 


WORD  PROCESSING 
THE  DECISION  IS  EASY!!! 


Datasoft  eliminates  tine  frustrations  of  choosing  a  word 

processor.  When  it  comes  to  ease  of  use,  versatility,  and 

price,  Datasoft  beats  the  competition  hands  down,  and 

now  both  Text  Wizard™  and  Spell  Wizard'"  have  been 

combined  into  a  specially  marked  package  to  save  you 

$20.00. 

Text  Wizard,  one  of  few  programs  to  receive  four  (4) 

excellents  on  the  Infoworld  Report  Card  Review 

let's  you  create  letters,  documents, 

reports  and  much,  much  more.  It's  as 

simple  as  a  few  keystrokes  to  edit,  erase, 

move  lines  or  paragraphs. 

With  Spell  Wizard  and  its  33,000  +  Word 

Dictionary,  you  can 

eliminate  embarrassing 

typos  or  spelling  errors. 


InfoWDtId 

Text  IMzard 


li 


l^rtfirtiwiMT 


Cr-  -,M  M':^-.-^ 


a  □  CE 

n  □  n  H 

: ;  new 


I  \&f;'.-.^^    -.^A  n-.i 


Spell  Wizard  automatically  indicates  errors,  and  allows 

you  to  immediately  view  your  dictionary  for  easy 

correction.  You  can  also  create  or  add  unique  words  to 

your  own  custom  dictionary. 

You  might  expect  to  pay  $79.00  to  $99.00  for  only  one 

of  these  programs,  however.  Text  Wizard  normally 

$49.95  and  Spell  Wizard  normally  $49.95  suggested 

retail,  can  both  be  purchased  for  a 

limited  time  in  specially  marked 

packages  for  only  $79.95  total  price,  a 

savings  of  $20.00. 

Check  with  your  local  dealer  or  send 

check  or  money  order  with  $3.00 

postage  and  handling  (California 

residents  add  &/2%  sales  tax)  to: 


Spell  Wizard 

Atari  400/800/1 200  (32K  min.) 


Text  Wizard 
Atari  400/800  (32K  min.) 

DATASOFT,  IMC. 

9421  Winnetka  Avenue,  Chatsworth.  CA  91311  (213)  701-5161 


^f  n.l.f^1     In^ 


lOHT    PidTACr 


DafalSoft 


Adding  Peripherals 

Building  A  Home  Computer  System 


Ottis  Cowper,  Technical  Editor 


Taken  together,  peripherals  can  end  up  costing  more 
than  your  computer,  so  making  ike  right  purchases  is  a 
must.  What  brand  should  you  buy?  What  "extras"  are 
needed?  Will  you  need  software  just  to  operate  your 
peripheral?  This  article  helps  define  the  more  critical 
issues  involved. 


Computer  enthusiasts  often  brag  about  their  "sys- 
tems," adding  an  aura  of  sophistication  to  their 
home  setups.  These  systems  usually  consist  of  a 
basic  microcomputer  surrounded  by  an  assort- 
ment oi  peripherals.  Essentially,  a  peripheral  is 
anything  you  plug  into  your  computer. 

Without  even  realizing  it,  you  started  adding 
peripherals  and  building  your  system  as  soon  as 
you  bought  your  computer.  Your  first  peripheral 
was  most  likely  a  TV  or  video  monitor,  and  the 
next  was  probably  a  cassette  tape  unit  to  load  and 
store  programs  or  a  joystick  to  use  with  your  fa- 
vorite game.  From  there,  the  list  of  possible 
peripheral  devices  goes  on  and  on;  printers,  disk 
drives,  modems,  memory  expansion  cartridges, 
light  pens,  speech  synthesizers,  plotters,  etc. 

It's  up  to  you  to  decide  which  peripherals 
you  need:  a  disk  drive  for  serious  word  processing, 
a  color  monitor  for  really  sharp  video  displays,  a 
modem  for  telecommunications.  The  economics 
of  the  situation  should  dictate  the  amount  of  time 
you  spend  comparing  the  available  models  of  the 
item  you  want. 

If  you  have  been  shopping  for  any  of  these 
items,  one  thing  you've  realized,  is  that  it's  not  at 
all  unusual  for  a  peripheral  device  to  cost  quite  a 
bit  more  than  the  computer  to  which  it  is  attached. 
It  might  take  you  a  while  to  get  adjusted  to  the 
idea  of  hooking  a  $600  printer  up  to  your  $100 
computer.  But  the  overriding  issue  is  compatibil- 
ity: Will  the  peripheral  you  want  work  with  your 
computer  system?  It's  easy  to  see  that  you  should 
choose  your  peripherals  carefully. 

40    COMPUTE!    November  1983 


Which  Brand  Is  Best? 

The  obvious  way  to  guarantee  that  the  peripheral 
devices  you  buy  will  work  in  your  system  is  to 
buy  them  from  the  same  company  that  made  your 
computer.  Another  source  is  the  alternate  "third 
party"  suppliers  and  many  of  them  offer  truly 
innovative  designs. 

Most  home  computer  peripherals  are  some- 
one else's  product  wearing  a  new  name.  The  com- 
puter company  buys  the  hardware  in  huge  quan- 
tities from  the  original  manufacturer  and  then 
puts  on  its  own  brand  label.  In  many  cases,  a  simi- 
lar product  is  also  available  directly  from  the  orig- 
inal maker. 

The  key  to  whether  a  product  is  a  better  buy 
from  the  original  manufacturer  or  the  reseller  can 
lie  in  whether  the  reseller  just  slapped  on  a  logo 
or  whether  the  product  was  modified  to  optimize 
its  performance  in  conjunction  with  a  particular 
computer.  This  isn't  usually  something  that  is 
obvious.  One  way  to  check  is  to  see  if  the  pe- 
ripheral supports  any  of  the  computer's  special 
features.  For  example.  Commodore  computers 
have  a  set  of  built-in  graphics  characters  which 
are  directly  accessible  from  the  keyboard.  Com- 
modore sells  a  printer  made  by  another  company, 
but  modified  to  print  the  special  characters.  Similar 
printers  are  available  under  other  brand  names,. 
but  the  others  either  will  not  print  the  graphics 
characters  or  will  print  them  only  if  you  pay  extra 
for  an  additional  ROM  chip  and  install  the  chip  in 
your  printer. 

Read  The  Fine  Print 

Price  should  not  be  your  sole  concern  when  de- 
ciding what  peripheral  to  buy.  An  important  factor 
to  consider  is  ease  of  interfacing.  Again  using 
printers  as  an  example,  a  $300  printer  that  requires 
a  $75  interface  module  to  be  used  with  your  system 
is  not  a  better  buy  than  a  $350  model  that  would 
plug  in  directly.  Moreover,  all  interfaces  are  not 


♦  Popular  Computing.  No\  ember,  19H2 
fAppltSuftalk.  April  1982 


Everyone's  talking  about  The  Home  Accountant. 


Is  it  because  it's  the  #1  besfselling 
home  finance  package  in  the  world?  Or 
because  it's  extremely  thorough  and 
powerful  and  easy  to  use?  Or  because 
it's  great  for  home  and  business  use? 
Or  because  it  has  up  to  200  budget 
categories  and  handles  up  to  5 
checking  accounts? 

Yes.  But  there  are  a  lot  more  reasons 
why  people  buy  The  Home  Accountant. 
And  why  you  will,  too. 

Because  The  Home  Accountant  can 
literally  save  you  hours  of  time.  And 
take  the  headache  out  of  handling  your 
finances,  VCliether  it's  setting  up  a  budget, 
cataloging  your  expenses,  balancing 
your  checkbooks  or  handling  your 
credit  cards  and  money  market  funds. 
For  personal  or  business  use. 

TtK:11□■1K'^^C1>iIUllIllInJTIl«'Tu.^dv(^lU|tc.l(«(«HMFf<1Jl(ackmilllKlulCu^ttllcrlUl  Wraij'T  s 


The  Home  Accountant  will  even 
print  net  worth  and  financial  state- 
ments. Not  to  mention  being  a  iifesaver 
at  tax  time.  Especially  when  you're  able 
to  transfer  information  onto  Continen- 
tal's The  Tax  Advantage™  program  and 
figure  out  what  you  owe.  Quickly. 

in  short,  The  Home  Accountant  is  the 
most  effective  software  program  there 
is  for  managing  your  money.  And  man- 
aging it  easily. 

Stop  by  \'our  Continental  Software 
dealer  today  and  pick  up  The  Home 
Accountant.  You'll  see  what  everyone's 
talking  about. 

The  Home  Accountant  is  available 
for  Apple  Il/IIe,  IBM  PC/XT,  Atari 
400/800/1200XL,  Osborne®  TRS-80 
Models  III/4,  Commodore  64,  Texas 


Instruments  Professional,  Zenith 
Z-100/110,  Compaq  and  KayPro  compu- 
ters. Actual  budget  capacities  will  vary 
with  each  computer. 

For  your  free  48  page  booklet, 
"Tips  For  Buying  Software,"  please 
write  Continental  Software,  11223 
South  Hindry  Avenue,  Los  Angeles, 
CA  90045, 213/417-8031, 
213/417-3003. 


Continental 

Software 

A  Divisiun  »[  Arrays,  Inc. 


Howtogetintoudi 


KoalaMTouchWet 

puts  the  controls 
atyour 

fingertp 


laint  the  screen  with 
colorful  graphics  or  play  lightning- 
fast  games  with  just  a  touch  of  your 
finger  The  KoalaPadTouch 
Tablet  makes  using  your  com- 
puter more  fiin  than  ever  before. 
Just  moving  your  finger  across 
he  special  touch-sensitive  surface 
^^controls  gi'aphics,  game 
^^k  commands,  and  much 
^~  more.  It's  a  great  way 
to  get  the  most  out 
of  your  computer 
while  you  just  sit 
back.and 


I 


\^yourconmuter. 


relax.  The  KoalaPad  fits 
comfortably  in  the  palm 
of  your  hand  for  easy  use. 
And  once  you  have  it  in 


Dancing  Bear™  brings 
a  fumiY,  furrr  cabaret 
star  right  into  your 
home  where  your 
own  programmed  per- 
formances will  win 
applause  every  time. 


your  hands,  it's  hard  to 

put  down.  That's  because^ 

the  KoalaPad  does       C 

much  more  than  joysticks,^ 

paddle  controllers  or  the 

"mouse!'  Each  KoalaPad 

set  is  packaged  with  a  KoalaWare"* 

graphics  program* 

for  creating  beautilul, 

high-resolution 


spider  Eatef  the  game  that 
attacks  musical  education 
with  a  voracious  appetite, 
taking  a  bite  out  of  the  task 
of  learning  the  musical  scale. 


graphics  right  on  the 
screen. 
And  that's  i 


just  the  beginning 


There's  a  full  line  of  KoalaWare  pro- 
grams to  choose  from 

with  a  perfect 

Logo  Design  Master^' 

uses  computerized 
graphic  design  to  help 
children  and  adults  learn 
the  busies  of  program - 
ming  anil  prepare 
for  more  advanced 
applications. 

-  combination 
of  entertainment 
^^    and  education. 

Add  a  touch  of 
excitement  today  to  your 
Applef  Atari- Commodore® 
orIBM®computer 
See  the  KoalaPad 
Touch  Tablet  at  the  computer  store  nearest 
you.  To  locate  the  dealer  in  your  area,  call 
toll  free  800-227-6703.  (In  California, 
8OO-632-7979.) 


Spellicopter"  takes  off  into 
the  world  of  spelling  with 
aerial  acrobatics  to 
challenge  young  students. 


TschnolagiBs  Corporation 


We  make  computing  more  personal'.' 


"Sofiw'are  included  with  Touch  Tsblel  \-aries  uith  compuier  tjpe. 


KoilsiftiiJ,  KoaUVlafc.  Lojtin  E>esi|yi  Maswr, 

^Sptder  £3ier  and  Dancinf^  Bei[  art  Vtiiv 

marks,  of  KQila  Technolo^if^  Cccpontion. 

Spelli^DpE'Sr  15  a  trademark  of  L^ii|;nVare,  Inc- 

Koala  Technologies  Corporation. 

5100  Palrick  Henry  Drive. 

Santa  Clara.  Ca.' 95050 


created  equal. 

We  recently  saw  an  interface  which  could  be 
used  to  connect  the  VIC-20  to  a  popular  brand  of 
dot  matrix  printer.  We  assumed  at  first  that  using 
the  interface  was  simply  a  matter  of  plugging  one 
cable  from  the  interface  into  the  computer  and 
another  cable  into  the  printer.  It  was  only  when 
we  read  the  fine  print  in  the  instruction  manual 
that  we  discovered  we  had  to  go  inside  the  printer 
and  solder  in  a  wire  to  provide  power  for  the  in- 
terface. Such  a  modification  would  certainly  void 
any  warranty  on  the  printer,  and  should  not  be 
undertaken  thoughtlessly.  This  is  the  kind  of  detail 
that  you  need  to  investigate  thoroughly  before 
you  buy  any  peripheral  that  doesn't  plug  directly 
into  your  system. 

You  should  also  check  to  see  if  any  special 
cables  are  required  to  connect  the  peripheral  to 
your  computer  or  to  the  necessary  interface.  Many 
buyers  have  been  dismayed  to  arrive  home  with  a 
new  peripheral  only  to  discover  that  a  special 
cable  is  required  to  hook  it  up  to  their  system. 
They  can  get  even  more  dismayed  when  they 
discover  that  the  manufacturer  wants  $35  for  the 
necessary  cable.  Owners  with  some  soldering 
experience  may  be  able  to  save  some  money  by 
building  the  cable  themselves  if  they  can  find  the 
necessary  connectors,  but,  again,  it's  really  not  a 
job  for  beginners  so  you  should  make  sure  that  all 
necessary  cables  are  included  with  the  peripheral. 

The  Software  Issue 

Yet  another  item  to  consider  is  support  software. 
Some  peripherals  require  no  special  software; 
others  are  useless  without  it.  For  example,  the 
same  light  pen  can  be  used  interchangeably  on  an 
Atari,  VIC,  or  64.  However,  without  software  to 
read  the  light  pen  and  convert  the  value  for  the 
light  pen  position  to  an  equivalent  screen  location 
for  your  particular  machine,  the  pen  doesn't  do 
you  much  good. 

If  you're  not  a  sufficiently  advanced  pro- 
grammer to  write  your  own  support  software, 
you  should  be  sure  that  programs  for  your  com- 
puter model  are  included  with  the  hardware. 
This  is  especially  true  for  complex  peripherals  like 
speech  synthesizers  and  plotters.  If  you  don't  get 
software  for  your  computer  with  the  device,  you 
can  face  possibly  spending  quite  a  bit  of  time  de- 
veloping your  own. 

Lack  Of  Standardization 

There  are  few  standards  for  home  computer 
peripherals.  Much  of  the  lack  of  standardization  is 
the  result  of  the  various  companies  following  dif- 
ferent design  philosophies.  For  example,  the 
mechanical  workings  of  all  5-1/4  inch  floppy  disk 
drives  are  essentially  identical,  but  drive  units  for 
particular  computers  are  not  at  all  interchangeable. 

44    COMPUTE!    November  1983 


Using  the  same  basic  hardware,  a  Commodore 
drive  stores  data  on  the  diskette  in  683  256-byte 
sectors;  a  TRS-80  Color  Computer  drive  creates  630 
256-byte  sectors;  an  Apple  II  drive,  560  256-byte 
sectors;  and  a  Texas  Instruments  drive,  360  256- 
byte  sectors.  An  Atari  drive  uses  720  sectors,  but 
each  sector  is  only  128  bytes  long.  The  Commodore 
writes  the  directory  on  track  18  of  the  disk,  the 
Apple  and  TRS-80  on  track  17,  and  the  TI  on  track 
0.  This  not  only  makes  the  disk  drives  incompat- 
ible, but  also  means  that  disks  written  by  one 
brand  cannot  be  read  by  another.  Each  manufac- 
turer has  strong  arguments  why  the  particular 
method  it  chose  is  the  best,  and  no  one  seems  wil- 
ling to  compromise  in  the  name  of  compatibility. 

Interfaces 

A  few  attempts  at  standardization  have  been 
made.  For  example,  a  company  called  Centronics 
was  one  of  the  first  major  suppliers  of  computer 
printers,  Centronics  used  a  parallel  interface 
scheme  in  which  data  was  sent  to  the  printer  one 
byte  at  a  time.  Companies  which  entered  the  mar- 
ket later  used  Centronics'  connection  so  that  their 
printers  could  be  easily  attached  to  computers  set 
up  for  Centronics  printers.  So  this  connection 
scheme,  with  its  36-pin  plug,  became  the  de  facto 
standard,  and  Centronics  parallel  interfaces  are 
now  available  for  most  home  computers. 

A  more  formal  standard  has  been  established 
for  serial  data  communications.  The  standard, 
called  RS-232,  calls  for  a  set  of  wires  including  a 
transmitted  data  line,  a  received  data  line,  and  a 
collection  of  "handshaking"  signal  lines  to  regu- 
late data  transfer.  Moreover,  a  particular  type  of 
plug  called  a  DB25  is  almost  always  used  on  RS-232 
data  lines,  and  each  pin  on  this  plug  has  been 
assigned  a  particular  RS-232  signal.  So  if  you  have 
an  RS-232  port  on  your  computer,  you  can  interface 
without  problems  to  an  RS-232  peripheral,  right? 

Unfortunately,  it's  not  always  that  simple. 
The  RS-232  standard  defines  a  set  of  signal  lines, 
but  fails  to  specify  what  shall  be  considered  a  valid 
signal  on  those  lines.  Some  RS-232  systems  use 
+ 12  volts  and  -12  volts  as  the  two  signal  levels, 
some  use  -I-  5  volts  and  -5  volts,  and  a  few  others 
use  -1-5  and  0  volts.  For  example,  the  VIC-20  and 
Commodore  64  have  the  ROM  software  built  in  to 
support  RS-232  communications  through  the  user 
port  on  the  computer,  but  you  still  must  plug  an 
interface  module  into  the  user  port  to  increase  the 
output  voltage  levels  before  you  can  use  most 
non-Commodore  RS-232  devices.  You  should  be 
aware  of  this  before  purchasing  any  RS-232 
"standard"  equipment. 

At  some  point  in  the  future,  one  company 
may  come  to  so  dominate  a  sufficiently  large  share 
of  the  home  computer  market  that  it  determines 
the  standard  for  everyone.  Some  are  predicting 


ATARI  COMPUTER  OWNERS: 


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Until  now,  Atari  computerowners  who  wanted  to  hook  a  printer  to  their  computer  had  only  one 

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built  a  parallel  printer-port  right  into  its  new  AT88  PD  model.  Now  you  can  add  a  quality  disk  drive 

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DRIVES      *      NETWORKS     '     SOFTWARE 

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1-800-527-1222 

Atari  is  a  registered  trademark  of  Atari.  Inc.  ■  AT88  SI  PD  is  a  trademark  o(  Percom  Data  Corporation.  •  COPYRIGHT  PERCOIVI  DATA  CORPORATION  1983. 

Prices  subject  lo  change  without  notice. 


Choosing  The  Right  TV 


Michae!  A,  Covington 


"What  kind  of  TV  should  I  get  to  use  with 
my  computer?"  This  is  a  frequently  asked 
question  nowadays,  and  a  good  answer  can 
be  hard  to  get.  Low-priced  microcomputers 
are  designed  with  the  idea  that  you'll  use  the 
TV  that  you  already  have,  to  keep  costs 
down.  But  perhaps  you  don't  want  to  inter- 
rupt the  whole  family's  TV  viewing  every 
time  you  want  to  work  on  a  program,  or 
perhaps  there  was  no  TV  set  in  your  home 
before  you  got  a  computer.  In  these  cases, 
you  must  shop  for  a  TV  ~  and  some  TV  sets 
are  much  more  suitable  for  computer  use 
than  others. 

Size  And  Color 

The  first  question  to  be  settled  is,  what  size? 
That  depends  on  whether  you  want  to  look 
at  the  screen  from  across  the  room,  with  the 
computer  on  the  coffee  table  in  front  of  you, 
or  wnether  you  want  to  put  the  TV  on  your 
desk  right  behind  the  keyboard.  The  coffee- 
table  arrangement  is  usual  for  joystick  game 
playing,  and  the  ideal  TV  size  is  the  same  as 
for  watching  TV  programs  at  the  same  dis- 
tance. But  a  TV  set  that  is  to  go  on  your  desk 
should  probably  be  in  the  10-  to  12-inch  range; 
a  19-inch  will  be  far  too  big  to  read  comforta- 
bly, and  even  a  5-inch  will  give  a  crisp,  small, 
very  readable  display,  with  letters  about  the 
same  size  as  those  produced  by  a  pica  type- 
writer. 

Color  or  black-and-white?  That  depends 
mainly  on  how  much  money  you  want  to 
spend  and  whether  you  want  a  color  picture. 
For  computerizing  your  finances  or  learning 
BASIC,  you  probably  don't  need  a  color  dis- 
play; for  playing  Pac-Man,  you  probably  do. 
Very  small  (under-lO-inch)  color  TV  sets 
often  show  a  lack  of  fine  detail  because  the 
color  phosphor  dots  can't  be  made  small 
enough  in  proportion  to  the  size  of  the  screen; 
no  such  problem  occurs  with  black  and 
white. 

A  computer  that  generates  a  color  dis- 
play can  of  course  be  used  with  a  black-and- 
white  TV;  you  get  a  black-and-white  version 
of  the  display,  with  different  colors  rendered 
as  different  shades  of  gray.  A  few  computers, 
such  as  the  Timex/Sinclair  1000,  do  not  gen- 
erate color. 


The  main  thing  you  want  out  of  the  TV 
set's  performance  is  sharpness,  in  the  deal- 
er's showroom,  watch  TV  programs  and 
commercials  that  place  lots  of  lettering  on 
the  screen.  Maiiipulate  the  fine  tuning  until 
the  lettering  is  as  sharp  as  possible,  then 
look  at  the  Final  results.  An  overall  smeared 
appearance  is  a  bad  sign;  the  better  you  can 
get  the  lettering  to  look,  the  better  the  TV  set 
will  perform  with  a  computer. 

Convenient  Controls 

You  also  need  convenient  access  to  certain 
controls  -  volume,  brightness,  contrast,  and, 
for  color  sets,  tint  and  color  saturation.  All  of 
these  controls  need  readjusting  when  you 
switch  between  computer  usage  and  ordinary 
TV  viewing;  they  should  be  conveniently 
accessible  on  the  front  panel,  not  hidden 
away  in  back. 

Preferably,  the  TV  set  should  also  have 
some  other  controls  for  occasional  touching 
up:  width  and  horizontal  linearity  adjust- 
ments can  keep  you  from  losing  part  of  the 
display  at  the  edges,  and  focus  and  video 
peaking  adjustments  can  give  you  a  sharper 
picture.  These  latter  adjustments  need  touch- 
ing up  only  rarely,  so  it's  fine  if  they're  on 
the  back  panel  or  inside.  Not  all  TV  sets  have 
them;  check  a  circuit  diagram  to  be  certain. 

If  you  come  across  a  TV  with  direct  video 
and  sound  inputs  for  a  video  player,  so  much 
the  better.  You  can  connect  your  computer 
to  them  -  contact  the  manufacturer  to  find 
out  how  -  and  get  a  sharper  picture  because 
the  signal  does  not  have  to  go  through  a  mod- 
ulator or  the  TV  set's  tuner.  In  fact,  if  you 
aren't  interested  in  watching  TV  programs, 
perhaps  you  should  buy  a  monitor -a  device 
like  a  TV  set  without  a  tuner  or  channel  selec- 
tor, only  a  direct  video  input. 

If  your  computer  uses  sound,  make  sure 
that  the  monitor  has  sound  capability.  The 
ones  intended  for  use  with  video  recorders 
generally  do,  while  monitors  designed  for 
use  with  computers  often  do  not.  Also,  there 
are  two  types  of  color  computer  monitors. 
Get  one  with  a  composite  video  input,  rather 
than  RGB  direct  drive,  unless  you  are  sure 
that  the  latter  is  what  your  computer 
requires. 


46    COMPUTII     November  1983 


When  it  comes  to  superior  performance, 
we  study  our  lines  very  careMy. 


Superior  printer  performance  is  not  a  fluka 
It  evolves  from  analyzing  printed  line  after 
printed  line.  Taking  the  time  to  test  and  retest. 
After  30  years  of  manufacturing  precision 
parts,  we  know  that  there  are  no  shortcuts. 

And  so  we  took  the  Gemini-lOX  and  method- 
ically put  it  through  its  120  cps  pace.  We 
achieved  a  print  head  life  of  over  100  million 
characters  with  an  extremely  precise  dot  align- 
ment creating  each  crisp  character. 

So  far  so  good. 

Next,  sophisticated  performance  de- 
manded versatility.  A  wride  choice  of 
character  sets,  a  buffer  expandable  || 

to  8K,  and  the  ability  to  interface 
with  all  popular  personal 
computers.  We  added  macro 


instruction,  giving  Gemini-lOX  the  capability 
to  perform  up  to  16  operations  with  one  com- 
mand. We  included  as  standard  a  paper 
feed  system  that  has  a  friction  and  fully  adjust- 
able tractor  feed.  Then  we  even  built  in  the 
dexterity  to  print  graphics  and  text  on  the 
same  line. 
Dona 

And,  of  course,  staying  the  best  means 
constant  reviewing  and  fine-tuning.  Keeping 
the  Gemini  easy  to  find,  easy  to  afford  and  so 
reliable  it  can  be  wan'anted  for  up  to  twice 
as  long  as  its  major  competitors. 

Only  the  most  careful 
^  ^     engineering  has  built  the  new 

'  hard-working  Gemini-lOX. 

TO  You'll  applaud  its  performance. 


microftics'inc 
THE  POWER  BEHIND  THE  PRINTED  WORD. 

CompuSer  Peripherals  Division 
2803  N.W.  12!h  Street,  DallSi'R.  Worth  Airport.  TX  75261 


Open  your  mind 


Persona^ttV 


^?u 


Reveal  secrets  of  the  mind. 
Use  your  Commodore  64  system  to 
analyze  yourself,  your  spouse,  your 
date,  relatives  and  friends.  Discover 
your  personality  type,  career 
potential,  behavior  tendencies, 
values,  and  the  people  virith  whom  you 
will  be  most  compatible.  This  program 
requires  the  use  of  a  "joystick". 
Price  $32.95  Disk  (S27.95  Cassette). 


^Hyimotist 
O/  O 


Behavior  Modification. 
Use  your  Commodore  64  system  to 
change  your  behavior  patterns 
through  computer  hypnosis.  Discover 
how  to  communicate  with  yourself,  on 
a  conscious  and  subconscious  level. 
Program  your  own  post'-hypnotic 
suggestions.  The  RSI  Biofeedback 
Device  is  included  with  this  program. 
Price  S87.95  Disk  (S79.95  Cassette). 


Get  this  software 
at  your  local  dealer 
or  order  direct  from: 


PSYCOM 

SOFTWARE 

INTERNATIONAL 


2118  Forest  Lake  Drive 
Cincinnati,  Ohio  45244  USA 
Telephone:  513  474-2188 


that  IBM's  new  home  computer, 
due  to  be  released  soon,  will 
become  the  archetype.  The 
Japanese  are  reportedly  attempt- 
ing to  develop  a  set  of  standards 
to  reduce  incompatibility  prob- 
lems in  their  new  generation  of 
home  computers  in  the  hope 
that  they  will  come  to  be  the 
standard.  For  now,  the  name  of 
the  game  is  caveat  emptor,  let 
the  buyer  beware.  For  any  given 
computer  there  is  much  more 
incompatible  than  compatible 
equipment  available.  © 


To  receive 

additional 

information 

from  advertisers 

in  ttiis  issue, 

use  the  handy 

reader  service  cards 

in  ftie  bock 

of  tt^e  magazine^ 


»»6>N'. 


,    For  Your  TRS-SO  Color  Computer 

128  Full-time  Audio  Talk/Tutor  Programs! 


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LANGUAGE  ARTS 

Spelling  (16  programs) 

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In  Color,  with  Pictures  and  Text! 

Alt  of  our  TRS-80  Color  programs  have  easy  to  understand  profes- 
sional announcer  narration,  not  syntfieslzed,  robotic  voices.  All  text 
Is  displayed  In  easy  to  read  upper-  and  lower-case  cfiaracters.  Video 
clearly  illustrates  key  concepts  In  eacfi  frame  of  tfie  program. 

Only  $4.40  per  program. ($8.80  for  2.  one  on  each  side  of  a  half-hour 
cassette).  $59.00  for  16  programs  {8  cassettes)  in  an  album.  Send  for  a 
catalog  of  over  1000  programs  for  Atari,  TRS-80,  Apple,  etc. 

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COMPUTE! 

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Machine  Language  For 
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programmers  interested  in 
graphics  and  color  will  find 
this  book  indispensable. 
Includes  sections  on  using 
Atari  graphics,  "painting" 
the  screen  in  256  colors, 
mixing  graphics  modes, 
mailing  high  resolution 
graphs  and  charts,  redefin- 
ing character  shapes, 
player  /missile  graphics, 
and  much  more. 


248  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 


MAPPING 
THEAERRI 


•14.95 

ISBN  0-942386-09-4 


Mapping  The  Atari.  A 

"treasure  map"  of  ROM 
and  RAM.  This  book  sup- 
plies a  comprehensive  list- 
ing of  memory  locations 
and  their  functions.  In  ad- 
dition, many  applications 
are  suggested,  complete 
with  program  listings.  For 
beginning  to  advanced 
Atari  owners  and  users. 


194  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 


'12.95 

ISBN0-942386-06-X 


COMPUTEI's  Second 
Book  Of  Atari.  Previously 
unpublished  articles  and 
programs  selected  by  the 
editors  of  COMPUTEl  Mag- 
azine. An  excellent 
resource  for  Atari  users. 
Contains  chapters  about 
utilities,  programming 
techniques,  graphics  and 
games,  applications,  and 
machine  language. 


250  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 


19.95 

ISBN0-94Z386-02-7 


Ptssei't: 


Inside  Atari  DOS.  An  in- 
valuable programming 
tool  for  intermediate  to  ad- 
vanced Atari  programmers 
who  own  a  disk  drive. 
Written  by  Bill  Wilkinson, 
designer  of  Atari's  Disk 
Operating  System,  this 
book  provides  a  detailed 
source  code  listing.  A  com- 
prehensive guide  to  DOS 
structure. 


108  pages,  paperbaclc. 

Spiral  bound  for  easy  access  to  programs. 


The  Atatf  BASIC 

SOURCE 


:  0  i 


'12.95 

ISBN  0-942386- I  5-9 


The  Atari  BASIC 
Sourcebook.  From  the 
computer's  point  of  view, 
each  BASIC  command  is 
actually  a  machine 
language  miniprogram. 
Authors  Bill  Wilkinson. 
Kathleen  O'Brien,  and  Paul 
Laughton.  the  people  who 
actually  wrote  Atari  BASIC, 
have  compiled  a  complete 
annotated  source  code 
listing  and  a  wealth  of 
information  on  the  internal 
workings  of  BASIC. 


296  pages,  paperback. 

Spiral  bound  for  easy  reference. 


'12.95 

ISBN0-94Z386-07-8 


COMPUTEI's  First  Book 
of  VIC.  The  essential  refer- 
ence guide  for  owners  and 
users  of  Commodore  VIC- 
20,  the  computer  in  more 
homes  than  any  other. 
Firsi  Book  of  VIC  features 
games,  educational  pro- 
grams, programming  tech- 
niques, home  applica- 
tions, machine  language, 
memory  maps,  and  more. 

2  1 2  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 


iCpiVlPUlti's  hRST  BOCpi^ 

f   VIC 
GAMES 

to  type  in  (jxl  erjov.  irciries  neww- 
befc<B-pub*5hed  oarr«s  Old  choptefscn 


'12.95 

ISBN  0-942385- 1  3-2 


COMPUTEI'S  First  Book 
Of  VIC  Games.  Two 

dozen  great  games  for  just 
512.95.  Each  has  been 
tested  and  debugged  and 
is  ready  to  type  in.  Con- 
tains a  variety  of  action 
games,  mazes,  brain 
testers,  dexterity  games, 
and  more.  Helpful  hints 
and  suggestions  explain 
how  each  game  was  put 
together,  strategies  for 
winning,  and  ideas  for 
modifying  the  games. 


201  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 


3.95 


ISBN  0-942386-03-5 


The  Beginner's  Guide  To 
Buying  A  Personal  Com- 
puter. This  useful  hand- 
book is  designed  to  teach 
the  novice  how  to  evaluate 
and  select  a  personal  com- 
puter. Written  in  plain 
English  for  prospective 
buyers  of  home,  educa- 
tional, or  small  business 
computers.  Comes  com- 
plete with  personal  com- 
puter specification  charts 
and  a  buyer's  guide  to  35 
computers. 


90  pages,  paperback. 

Revised  and  updated  1983  edition. 


A  Ca«VID  iDala  MjUci*» 


^■■i  Every  Kid'si^^ 

First  Book 
of  Robots  and 


83  pages,  paperback. 


'4.95 

ISBN  0-942386-05- 1 

Every  Kid's  First  Book  Of 
Robots  And  Computers. 

This  book  uses  turtle 
graphics  to  introduce  kids 
to  robots  and  computers. 
Includes  exercises  for  com- 
puter graphics  languages 
such  as  Atari  PILOT.  Addi- 
tional exercises  allow 
readers  to  experiment 
with  the  Milton  Bradley 
"Big  Trak^''\"  Children  who 
dont  have  a  computer  can 
use  the  sturdy  "Turtle 
Tiles^""  bound  into  each 
book. 

Biji  trrtk  1^ .» ir,*ctem,*i  k  ot  ihe  Milion  Srflilley 

Cnmp,*ny 

Tu'ilc  T.]*s  i&  A  tiaoem^rk  of  Diiv'Cl  Q  Thoi^buig 

and  InnoviMon   Inc 


COViPUTErs  RRST  BOOK  OF 

ATARI 
GAMES 

ficmorm  *co«  gotiw*  ona  io(jnng  ft***! 
rcLA^InsDSd  rwyn  COIIPUTH  infaaCCT*  CM 

dnpm  en  how  lo  dRHop  v°>' Own  (^mH 


•12.95 

ISBN  0-942386-14-0 


232  pages,  paperback. 

Spiral  bound  for  easy  access  to 


COMPUTEI's  First  Book 
Of  Atari  Games.  Here  are 
fifteen  commercial  quality 
game  programs,  ready  to 
type  into  an  Atari.  The 
book  contains  fast 
machine  language  games 
that  require  quick  reflexes 
as  well  as  brain  testers 
that  feature  strategy  and 
logic.  As  a  bonus,  many 
programming  techniques 
are  explained  in  depth,  so 
Atari  owners  can  adapt 
them  to  their  own  games. 

programs. 


Home  Energy 
Applications 

On  Your  Pcrsor>a1  Computer 


'14.95 

ISBN0-94Z386-I0-8 


243  pages,  paperback. 

Spiral  bound  for  easy  access  to 


Home  Energy  Applica- 
tions On  Your  Personal 
Computer.  Written  for 
homeowners  who  want  to 
analyze  energy  costs.  In- 
cludes many  computer 
programs  for  adding  up 
the  costs  and  benefits  of 
home  improvements  — 
weatherstripping,  insula- 
tion, thermostat  timers, 
air  conditioning,  storm 
windows,  and  SO  on.  Pro- 
grams will  run  on  all 
popular  home  computers. 

programs. 


New  Releases  October-December  1983 


COMPUTEI's  First  Book  Of  Tl  Games 
$12.95 

ISBN  0-942386- 1  7-S 

29  ready-ro-rype-in  games,  including  mazes,  chase  games,  thinking 
games,  creative  games,  and  many  explanations  of  how  the  programs 
work. 

COMPUTEI's  Second  Book  Of  Atari  Graphics 

$12.95 

ISBN0-942386-Z8-0 

Dozens  of  easy-to-understand  explanations  of  rainbow  graphics, 
animation,  player-missile  graphics,  and  more  —  along  with  artists 
utilities  and  advanced  techniques. 

Creating  Arcade  Games  On  The  VIC 
$12.95 

ISBN0-942386-Z5-6 

Everyrhing  you  need  to  know  to  write  exciting  fast-action  games  in 
BASIC  on  the  VIC.  from  game  design  to  techniques  of  animation,  in- 
cluding complete  example  ganrtes. 

VIC  Games  For  Kids 
$12.95 

ISBN  0-54238a  35-3 

30  games  written  just  for  kids  (though  adults  will  enjoy  them  too).  Ac- 
tion games  and  games  to  teach  math,  geography,  history  —  learning 
has  never  been  more  fun. 

COMPUTEI's  First  Book  Of  64  Sound  &  Graphics 

$12.95 

[SBN  0-942386-2  I -3 

Clear  explanations  to  help  you  use  all  the  64's  powerful  sound  and 
video  features.  Plus  great  programs  for  music  synthesis,  high-res  art. 
and  sprite  and  character  design. 

COMPUTEis  Third  Book  Of  Atari 

$12.95 

ISBN  0-942380- 1  8-3 

Continues  the  COMPUTE!  tradition  of  useful  and  understandable  infot- 
mation.  with  programs  from  games  to  a  word  processor.  Plus  utilities 
and  reference  tables. 

COMPUTLi's  First  Book  Of  Commodore  64  Games 
$12.95 

iSBN0-94238G-34-5 

Packed  full  of  games:  Snake  Escape.  Oil  Tycoon.  Laser  Gunner.  Zuider 
Zee.  Arcade-action  machine  language  games  for  fast  hands:  strategy 
games  for  sharp  minds. 


COMPUTEI's  Reference  Guide  To  64  Graphics 
$12.95 

[SBN  0-942386-29-0 

A  complete,  step-by-step  tutorial  to  ptogramming  graphics.  You'll  like 
the  clear  writing,  the  example  programs,  and  the  full-featured  sprite, 
character,  and  screen  editors. 

Programmer's  Reference  Guide  To  The  Color  Computer 
$12.95 

ISBN  0-942386- 19-! 

An  essential  reference.  Every  command  in  regular  and  extended  BASIC 
is  fully  defined,  with  ideas  and  examples  for  using  them.  Plus  chapters 
on  planning  programs- 
Creating  Arcade  Games  On  The  64 
$12.95 

ISBN0-9423S5-36-1 

The  principles  and  techniques  of  fast-action  game  design,  including 
custom  characters,  movement,  animation,  joysticks,  sprites,  and 
sound.  With  complete  example  game  programs. 

Commodore  64  Games  For  Kids 
$12.95 

I5BN0-942386-37-X 

Dozens  of  games  for  kids  of  all  ages,  making  this  an  instant  library  of 

educational  software.  Learning,  creativity,  and  excitement. 

Things  To  Do  En  4K  Or  Less 
$12.95 

ISBN0-942386-3S-e 

Many  entettaining  and  intriguing  programs  for  small-memory  com- 
puters like  the  unexpanded  VIC.  Color  Computet,  and  TI-99/4A.  with 
tips  and  hints  for  your  own  4K  programs. 

Creating  Arcade  Games  On  The  Timex/Sinclair 
$12.95 

ISBN  0-942386-26-4 

Features  five  ready-to-type-ln  games,  along  with  the  principles  of 
game  design.  Also  serves  as  an  excellent  introduction  to  BASIC  pro- 
gramming on  the  Tlmex/Sinclair. 


Coming  Soon  (Early  19 


The  VIC  Tool  Kit:  Kernal  &.  BASIC 

•  Mapping  The  VIC 

•  Mapping  The  64 

•  The  64  Tool  Kit:^|^&.  BASIC 


•  Creating  Arcade  Games  On  The  T!-99/4A 

•  All  About  The  64:  Volume  I 

•  TI  Games  For  Kids 

•  The  Anything  Machine: 


How  To  Order 


orders  must  be  prepaid.  In  U.S.  funds  (check,  money  order,  or  credit  citrd).  NC  residentsadd  4%  sales  tax 
Please  allow  4-6  weeks  for  delivery. 

id  prepaid  orders  (including  S2  shipping/  Or  call 

dling  for  each  book)  to:  TOLL-FREE 

[COMPUTEI  Books  800-334-0868 

.O.  Box  5406  (919-Z75-9809lnNQ 

Greensboro.  NC  27403  ^^^^^H^tween  8:30  AM  and  4:30  PM,  EST.  Monday-Friday 


Commodore  64  ond  VIC-20  ore  Irademorks  ot  Commodore  Business  Machines  and/or  CommocJore  [lectionics,  Lid  Ataii  is  o  liademork  ol  Aion,  Inc.  II  TO  15  q  iradomark  o!  Iekos  Insiruments 

COMPUTE!  Publications Jnc® 

One  of  the  ABC  Publishina  ComDonies  ^^^ 


Guest  Commentary 

The  High  Cost  Of  Personal 
Telecommunications 


Robert  Braver 


As  Iclecomnnmkalion  becomes  an  increasingly  impor- 
tant aspect  of  home  couiptiting,  the  telephone  rates  and 
hookup  fees  are  of  interest  to  both  the  consumer  and  the 
telephone  companies.  Robert  Braver,  President  of  the 
Oklahoma  Modem  Users  Group,  raises  some  important 
issues  ill  this  guest  coiinnentary.  Wc  contacted  South- 
western Bell  of  Oklahoma,  and  the  remarks  of  their 
spokesperson  are  included. 


Sometime  in  mid-May,  1983,  I  called  my  local  Bell 
business  office  to  request  that  a  trace  be  placed  on 
my  bulletin  board  system's  phone  line.  Sonieone 
had  been  calling  up  my  system  and  tying  it  up  for 
an  hour  at  a  time  by  sitting  at  the  prompt  which 
asks  for  a  user  ID  number. 

When  requesting  a  trace,  vou  niust  describe 
the  type  of  calls  you  have  been  receiving.  1  thought 
that  since  these  calls  were  not  voice  messages, 
there  would  more  than  likely  be  confusion  when  1 
tried  to  explain  things  to  the  business  office 
representative.  I  expected  to  need  about  half  an 
hour  to  explain  exactly  what  a  modem  and  bulletin 
board  system  is.  After  all,  I  had  to  do  that  when  1 
first  had  the  phone  line  installed  a  year  ago. 

There  Must  Be  Some  Mistake 

To  my  surprise,  she  seemed  to  know  all  about 
modems.  In  fact,  she  informed  me  that  since  I 
used  a  modem  on  my  phone  line,  I  would  have  to 
pay  a  higher  monthly  phone  rate. 

Of  course,  I  thought  she  must  be  mistaken. 
Perhaps  she  was  referring  to  the  "Data  Perfect" 
lines,  which  are  used  for  high-speed  (2400  baud) 
transmissions.  I  didn't  need  a  special  line  for  my 
relatively  slow  300  baud  modem.  Even  1200  baud 
modems  do  fine  on  ordinary  phone  hnes. 

After  about  two  weeks  of  arguing  with  Bell 
business  office  representatives,  insisting  that  there 
must  be  some  mistake,  I  received  a  copy  of  a  tariff 


sheet  from  the  Oklahoma  Corporation  Commis- 
sion. Bell  was  right.  Their  tariffs  do  call  for  the 
charging  of  a  higher  rate  for  connecting  a  computer 
using  a  modem  to  the  phone  lines. 

This  section  of  Southwestern  Bell's  Oklahoma 
tariffs,  called  Information  Terminal  Service  tariffs, 
was  written  in  the  mid-sixties.  Obviously,  this 
was  long  before  there  were  home  computers. 
When  the  tariffs  were  written,  generally  the  only 
modem  users  were  large  corporations  transmitting 
data  24  hours  a  day.  Therefore,  the  rates  for  having 
a  computer  or  similar  device  connected  to  the 
phone  lines  with  a  modem  were  somewhat 
higher. 

Because  there  were  no  home  computers  when 
the  tariffs  were  written.  Bell  had  no  reason  to 
distinguish  between  commercial  and  residential 
modem  use.  And  now,  almost  20  years  later. 
Southwestern  Bell  is  using  those  tariffs  to  charge 
personal  computer  users  fi'oe  times  their  normal 
phone  rate  if  they  wish  to  use  modems  with  their 
personal  computers. 

An  Organized  Response 

Since  this  tariff  would  seriously  inhibit  home 
modem  use  in  Oklahoma,  I  immediately  organized 
the  Oklahoma  Modem  Users  Group,  or  OMUG, 
to  challenge  Southwestern  Bell  and  its  unfair 
tariff. 

OMUG's  main  goal  is  to  organize  the  modem 
users  of  Oklahoma  and  to  undertake  whatever 
legal  proceedings  are  deemed  necessary  to  force 
Bell  to  exempt  home  modem  users  from  the  Pro- 
visions of  Information  Terminal  Service  tariffs. 

As  of  this  writing,  legal  proceedings  are  still 
in  the  future.  OMUG  has  recently  been  raising 
funds  and  attempting  to  gain  the  support  of  home 
computer  and  modem  manufacturers.  OMUG 
has  also  been  publicizing  the  situation  to  make 
sure  that  all  modem  users  nationwide  as  well  as 

NovemboM9e3    COMPUTE!    49 


WEIMUASHTM 
POWHtnilGRAP 


^X 


E  VrORlD^  MOST 
mCSIKHNOliOGl 


You'll  never  see  Infocom  s  graphics 
on  any  computer  screen.  Because 
there's  never  been  a  computer  built 
by  man  that  could  handle  the  images 
we  produce.  And,  there  never  will  be. 
We  draw  our  graphics  from  the 
limitless  imager}^  of  your  imagi- 
nation—a technology'  so  power- 
ful, it  makes  any  picture 
that's  ever  come  out  of  a 
screen  look  like  graffiti 
by  comparison.  And 
nobody  knows  how 
to  unleash  your 
imagination  like 
Infocom. 
Through  our 


V    %. 


I  n 


prose,  your 
imagination 
makes  you  part 
of  our  stories, 
in  control  of 
what  you  do 
and  where  you 
go— yet  unable 
to  predict  or  con^ 
trol  the  course  of 
events.  You're 
confronted  with 
situations  and  log- 
ical puzzles  the  like  of        ^^s 
which  you  won't  find  elsewhere,     ^k* 
And  you're  immersed  in  rich  envi-  ^ff . 
ronments  alive  with  personalities  as 
real  as  any  you'll  meet  in  the  flesh— 
yet  all  the  more  vivid  because 
they're  perceived  directly  by  your 
mind's  eye,  not  through  your  exter- 
nal senses.  The  method  to  this 
magic?  We've  found  the  way  to  plug 
our  prose  right  into  your  psyche,  and 
catapult  you  into  a  whole  new 
dimension. 

Take  some  tough  critics'  words 
about  our  words.  SOFTALK,  for 
example,  called  ZORK®  Ill's  prose 


"far  more  graphic  than  any  depiction 
yet  achieved  by  an  adventure  with 
graphics."  And  the  NEW  YORK 
TIMES  saw  fit  to  print  that  our 
DEADLINE"'  is  "an  amazing  feat 
of  programming."  Even  a  journal  as 
video-oriented  as  ELECTRONIC 
GAMES  found  Infocom  prose  to  be 
such  an  eye-opener,  they  named  one 
of  our  games  their  Best  Adventure 
of  1983. 

Better  still,  bring  an  Infocom  game 
home  with  you.  Discover  firsthand 
why  thousands  upon  thousands  of 
discriminating  game  players  keep 
turning  everything  we  write  into 
instantaneous  bestsellers. 

Step  up  to  Infocom.  All  words.  No 
graffiti.  The  secret  reaches  of  your 
mind  are  beckoning.  A  whole  new 
dimension  is  in  there  waiting  for  you. 


plan;t(^all 


inFocoia 

The  next  dimension. 

Infocom.  Inc..  55  Wheeler  St.,  Cambridge,  M.'\  02138 

For  vnur-  .Apple  11.  Ajari.  L'iiiimiiKiuri'  (i),  CP/M  8'.  DEC  Rainbow. 
DECRT  II,  m.M,  NELAPC.  NEC  PC-8000.  Osborne.  Ti  Pralessional, 
TKSBOModtl  I.  TKS-SO  .Modi'l  III. 


the  general  public  know  about  this  problem. 

Not  Limited  To  Olclahoma 

This  situation,  it  turns  out,  may  not  be  unique  to 
Oklahoma,  There  are  similar  outdated  tariffs  in 
other  states.  And  many  experts  in  the  industry 
seem  to  think  that  if  Southwestern  Bell  is  justified 
in  charging  higher  rates  to  modem  users  in  Ok- 
lahoma, it  is  just  a  matter  of  time  before  other 
states  adopt  similar  tariffs  or  start  enforcing  their 
present  tariffs  (also  written  in  the  sixties). 

According  to  the  tariff,  anyone  connecting 
"customer-provided  data  transmitting  and  re- 
ceiving equipment  that  processes  data  and/or 
performs  calculations"  including  computers,  as- 
sociated buffering  devices,  and/or  concentrating 
devices  with  store  and  forward  capabilities  would 
all  be  subject  to  the  higher  rate.  Although  dumb 
terminals  do  not  fall  under  the  tariff,  computers 
emulating  dumb  terminals  do.  And  anyway,  most 
terminal  software  packages  have  memory  buffers, 
auto-logon  capabilities,  and  other  features.  Fur- 
thermore, most  so-called  dumb  terminals  on  the 
market  today  have  memor\'  buffers  and  micro- 
processors, which  cause  them  to  also  fall  under 
the  tariff. 

Information  Terminal  Service  is  considered  a 
business  service.  Therefore,  as  of  July  11,  1983 
{when  Bell  raised  my  rate),  if  I  have  a  problem 
with  the  modem  line,  I  don't  call  the  residential 
division,  but  the  business  division  of  the  Bell  busi- 
ness office.  As  a  "business,"  I  ani  entitled  to  a 
free  yellow  pages  listing  in  the  telephone  direc- 
tory. But  since  I  do  not  run  a  business,  and  having 
the  ad  might  hamper  chances  of  obtaining  a  court 
order  to  restore  my  old  rate,  I  declined  the  free 
listing. 

But  even  without  the  yellow  pages  listing,  I 
was  told  by  the  manager  of  the  Bell  business  office 
that  once  a  line  is  classified  as  a  business,  it  cannot 
be  restored  to  residential  status.  I  would  have  to 
have  the  line  disconnected,  and  pay  $80  to  have  a 
new  number  installed. 

Is  The  Phone  Company  Justified? 

Bell  seems  to  think  that  its  tariff  is  perfectly  jus- 
tified. Southwestern  Bell's  Rate  and  Separations 
Division  Manager  Charles  Sutter  spoke  to  a  group 
of  40  home  computer  owners  here  in  Ok- 
lahoma City  in  response  to  the  outrage  over  the 
tariff.  He  was  asked  how  Bell  could  justify 
charging  a  personal  computer  owner  who  uses 
CompuServe  once  a  week  the  same  rate  as  a  large 
corporation  transmitting  data  24  hours  a  day. 
Sutter  replied,  "Well,  I  don't  know  how  much 
you  use  your  modem." 

There  is  no  physical  justification  for  an  addi- 
tional charge  for  modems.  Modems  operating  at 
speeds  of  up  to  1200  baud  do  not  require  special 

52    COMPirre!    November  1983 


lines.  The  four  frequencies  that  300  baud  modems 
use  are  among  the  frequencies  in  human  speech, 
and  easily  fall  between  the  300-3000  Hz  bandwidth 
of  an  ordinary  telephone  line. 

And  for  most  modem  users,  on-line  time 
doesn't  increase  phone  usage  any  more  than 
having  a  teenager  does. 

But  Bell  persists  in  charging  the  higher  rate. 
Although  representatives  claim  that  Bell  is  not 
actively  pursuing  computerists  with  modems, 
anyone  who  follows  the  law  and  registers  his 
modem  with  the  phone  company  will  be  im- 
mediatelv  notified  of  the  extra  charge. 


The  Phone  Company  Replies 

in  response  to  the  issues  raised  here  con- 
cerning the  extra  charges  imposed  on  modem 
users,  Walt  Beiter,  an  official  of  Southwestern 
Bell  of  Oklahoma,  told  us:  "With  the  spread 
of  computer  terminals  in  the  home,  we  rec- 
ognize that  the  situation  has  changed.  We're 
going  to  redesign  our  rates."  The  old  rate 
schedule  "didn't  specify  home,  business, 
whatever.  But  we  do  realize  that  the  condi- 
tions have  changed.  We've  filed  an  applica- 
tion and  expect  to  have  hearings  on  this  issue 
this  fall." 


In  the  Oklahoma  City  and  Tulsa  areas,  we 
have  a  flat-rate  system  for  phone  billing.  We  pay 
a  basic  flat  rate  of  $8.95  for  a  residential  phone 
line.  This  allows  you  to  dial  anywhere  in  the  local 
calling  area  at  no  additional  charge.  If  you  want 
to  attach  your  computer  to  the  phone  lines  via  a 
modem,  that  flat  rate  jumps  to  $45.90.  Also,  the 
additional  monthly  charge  for  Touch-Tone  dialing 
almost  triples  from  $1 .25  to  $3,50, 

On  top  of  the  additional  monthly  rates. 
Southwestern  Bell  also  retroactively  charged  me 
the  difference  between  a  business  and  residential 
phone  installation  because  they  "should  have 
charged  [me]  for  a  business  installation  in  the  first 
place.  [They]  made  a  mistake." 

It  is  my  opinion  that  if  they  charge  me  this 
rate,  they  must  also  charge  everyone  else  who 
falls  under  the  tariff.  If  they  do  start  actively  en- 
forcing the  tariff,  which  they  have  the  capability 
to  do,  there  wouldn't  be  much  modem  use  in 
Oklahoma.  And  modem  sales  in  the  state  would 
almost  cease  entirely. 

If  Oklahoma  is  just  a  test,  and  no  one  takes 
any  concrete,  effective  action,  there  is  a  good  pos- 
sibility that  this  is  just  the  beginning  of  unreason- 
able charges  for  personal  telecommunication.      Q 


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At  the  su.^^ested  retail  price  of  S49.95,  Dymarc  has  incorporared  all  the  jMiiven  quality 
features  of  the  (dipper  plus  fail  safe  audihie  heeper  to  protect  V(,>ur  computer  investment. 

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Do  you  invest  in  stocks  or  bonds?  If  you  like  to  play  the 
stock  market,  this  program,  originally  written  for  the 
Commodore  64:  or  8K-expanded  VIC,  can  help  you 
monitor  your  investments  more  carefidly-  even  helping 
you  decide  when  to  sell  or  buy.  An  Atari  version  is 
included.  Of  course  no  stock  investment  plan  is  fool- 
proof. You  might  want  to  try  this  program  out  by  play- 
ing the  market  on  paper  before  putting  down  any  real 
money  to  see  if  it  fits  your  investment  psychology. 


Managing  your  stock  investments  can  be  a  full- 
time  job.  "Stock  Market  Analyzer"  provides  the 
means  to  watch  the  progress  of  various  stocks 
and  record  purchases  and  sales.  The  program 
includes  a  graph  of  the  stock's  price  fluctuations 
and  a  guide  to  whether  you  should  buy  or  sell  a 
stock  at  any  particular  time.  You  can  also  see  a  list 
of  transactions  for  each  year  for  your  tax  records. 

The  theory  behind  this  program  is  that  as 
stocks  fluctuate,  the  best  way  to  invest  is  to  put 
only  half  as  much  as  you  otherwise  would  in  a 
given  stock.  If  the  stock  goes  up,  you  make  money. 
If  the  stock  goes  down,  it  becomes  an  even  better 
buy,  so  you  can  then  invest  some  of  the  money 
that  you  have  in  reserve. 

Using  The  Options 

Using  Stock  Market  Analyzer  is  fairly  easy.  After 
typing  in  the  program,  SAVE  it  to  tape  or  disk 
and  then  type  RUN.  A  listing  of  stock  abbrevia- 
tions will  appear  at  the  top  of  the  screen,  and 
you'll  see  seven  options: 

1  Search  one  stock 

2  List  stocks  for  any  one  month 

3  Update  DATA  statements  for  new  month 

54     COMPUTEl    November  1983 


4  Buy  or  sell  advice 

5  Store  data  for  transactions 

6  Graph  progress  of  any  of  your  stocks 

7  List  transactions  by  year  for  tax  purposes 

Sample  stock  entries  are  included  in  the  pro- 
gram. It  is  a  good  idea  to  run  the  program  with 
the  examples  before  entering  the  data  for  your 
own  portfolio.  Doing  this  will  give  you  a  better 
idea  of  how  the  program  works.  You  can  then 
enter  your  own  stock  symbols,  number  of  shares, 
and  initial  cost  in  place  of  the  sample  entries. 

You  must  update  each  stock  price  once  a 
month  or  after  each  transaction.  Before  you  update 
a  stock  price,  make  sure  that  you  have  included 
the  necessary  background  data  for  the  stock  (lines 
500-549).  The  information  required  for  these  lines 
is  stock  symbol,  number  of  shares  you  have  pur- 
chased (0  if  you  wish  only  to  monitor  the  stock 
price),  and  net  cost  for  the  stock  (again,  0  for 
monitoring  only).  Also  set  Y  (in  line  549)  equal  to 
the  number  of  stocks  being  considered.  Once  you 
have  entered  this  data,  save  the  program  and  run 
it  whenever  you  wish  to  update  monthly  stock 
prices  or  transactions. 

To  update  monthly  stock  prices,  run  the  pro- 
gram and  use  option  three  to  produce  DATA  state- 
ments. Press  Y  in  response  to  the  INPUT  DATA 
prompt,  and  press  RETURN  over  the  data  lines 
which  appear  on  the  screen.  To  update  stock 
transactions,  use  option  five  to  produce  DATA 
statements.  Again,  press  RETURN  over  the 
printed  data  lines.  The  DATA  statements  from 
these  two  options  are  in  two  forms.  DATA  state- 
ments based  on  monthly  updates  store  the  date  for 
month  and  year.  The  DATA  statements  based  on 
stock  transactions  store  the  date  including  year. 


The  Commodore  64 
Spreadsheet  that 
puts  you  a 


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CALC  RESULt.The  one  spreadsheet  guaranteed  to  turn 
your  Commodore  into  a  powerlu)  financial  tool. 
Offering  you  every  feature  found  on  othier  more 
expensive  programs  for  much  less  ttne  cost. 
Flexlble...you  can  view  four  different  areas  at  once 
Versatile.. .customize  your  own  print  formats 
Distinctive... display  beautiful  color  grapliics 
CALC  RESULT /1d/Of7ced  is  a  three-dimensional 
spreadsheet  with  built-in  HELP  function  and  32  pages 
of  memory.  For  the  Commodore  64  $149.95.  For  the 
CBM'*^8032  $199.00. 

For  first  time  users  CALC  RESULT  Easy  gives  you  a  fast  way 
to  perform  financial  calculations— easily.  For  the 
Commodore  64  S79.95. 

For  a  down  to  earth  demonstration  of  either  version  visit 
your  local  dealer  today. 


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Commodoie  64  is  a  trademark  of  CommodOfe  Business  Machines, 


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■      i 

BusCard  allowB  jrau  to  ekpand  tfeie 
capabilities  of  yotiP  CoininodDre  64. 

It  gives  you  ea^  to  -use  "BASIC  4"  ■ 

coimnandfl  and  tte  fast  IEEE  Interfebe 
for  access  t<o  the  Commodore  Business 
Machines  Une  of  peripherals,  Including 
high  capacity  dual  drives  and  hard  disk 

SiTStems.  Unlike  other  Interfaces,^-: 

^    BusCard  is  fuUy  compatible  with! 
— h — f  software.  No  need  to  buy  a  printer 
j      I     interface  —  BusCard  Includes  a 
Centronics  printer  port.  Serial 
and  user  ports  remain 

available  for  modem  and 
..4...JSSrM  peripherals.  Plus: 

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monitor,  complete  ■ 
documentation  ajid  a 
one  year  warranty. 


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V 


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Ppofessional  Word  Processor 

For  Commodore  64  and  CBM/SuperPst  ~T 


"Absolutely  the  most  versatile  word  processor  I 


ave  seenJ^ 


Midnight  Software  Gazette    March/April.  1983   i 


a  very  powerful  word  processor,  with  so— i — t- 
i  majay  features  that  most  people  only  need  a  ^      j 
|-*aotioiioftheni"       r-T-T- ^MmE^^^:^m 


T 


-   I  Soiea^y  to  use  that  even  novices  can  get 
'  professional  results. 

Paperclip  haai  every  standard  word  processor 

— f -fenction,  plus  many  exclusive  features,  tnaludtog. 

i  horizontal  scrolling  for  chaits  and  wide  reports,  up 
to  250  columns,  column  nSbves,  alphanumeric 
sorts  and  arithmetic.  Works  with  80  column  cards 
and  eveiy  popular  printer,  with  tnstant  printer 
set-up.  Professional  handling  of  form  letters,  maSl 
list  merge,  and  large  documents.         \      !      j      ] 

T  Complete,  professional  and  easy  to  use.  No  where 

i  else  wUl  you  And  Paperclip's  ^sap^Uities  at  this 

hreaJcthrough price.   ; \""'\ i i ["' T' 

^^  S!25 


Deli^hi's  Oracle         ^^ 

Professional  Data  Base  Management 

I   For  Commodore  64  and  EET/CBM 

Delphi's  Oracle  is  a  powerful  information  handling 
-]-  program  that  allows  you  to  enter,  retrieve  and 
'  update  data  with  tacredihle  speed  and  flexibility. 

•  Large  record  size  (over  8000  characters)  •  Up  to 
-f-  99  fields  and  9  display  pages  per  record  •  Includes 
!  report  writer  and  man  label  printing  •  Design  your 
own  forms  on  the  screen  or  on  printed  reports 

Delphi's  Oracle  brings  power  and  versatility 
usually  found  only  in  mainframe  or  minicomputer 

in 


searching  for  records,  "j"  T  "' ■f""  j 


SJ50 


liAITERI 


+ 


INCLUDED 


Batteries  Includefi,  USA. 
Los  Angeles,  California 
t213)  556-2878 

CBMSjrstems 

Van  Nuys,  Cailfomla 

(213)  904-0111 

Kapn  International 
Sun  Valley,  California 
(213)  785-2774 


Software  Distributors 
Calver  City,  CaUfornla 
Cal:  (800)252-4036    ' 

Software  International 
Upland,  CaUfornia 
(714)  981-7640 

LigtitwEire  Computer 
YaJonia,  Wasliington 
(509)  575-5607 


R  S"  S  Micro  Services 
MiimeapoUs,  Minnesota 
(612)  566-7566 

City  Software 
MHwaubBe,  Wisconsin 
(414)  277-1230 

AB  Computers 
Colmar,  Pennsylvania 
(215)  822-7727 


CSI  Blstrtbutors,  Inc. 
Spring  Valley,  Few  York 
(914)  352-6700 

Bob  NeS'^  Assoc. 
Greenville,  South  Carolina 
(803)  269-9540 

Batteries  Included 
Toronto,  Ontario 
(416)  596-1406 


PET/CBM  and  CommodDre  64  are  trademarks  of  Commodore  Electronios.  Ltd. 


month,  and  day.  This  difference  allows  the  pro- 
gram to  distinguish  between  monthly  updates 
and  transactions.  If  you  want  to  clear  out  the  oldest 
DATA,  then,  in  immediate  mode,  type  GOTO 
20040.  Each  time  the  routine  beginning  at  this  line 
is  executed,  the  first  three  DATA  statements  con- 
taining the  earliest  stock  data  will  be  deleted. 

Keep  in  mind  that  the  program  is  designed  to 
monitor  the  cost  factor  involved  in  buying  and 
selling  stocks,  as  well  as  the  actual  purchase  price 
of  a  stock.  Under  normal  circumstances,  transac- 
tions under  $300  are  not  practical  since  such 
transactions  include  high  brokerage  fees. 

Buy  and  sell  advice  is  activated  when  the 
stock  moves  outside  a  range  of  values,  which  is 
determined  in  the  subroutine  beginning  in  line 
850. 

There  is,  of  course,  no  perfect  method  to  guide 
investors  in  trading  in  the  stock  market.  Stock 
Market  Analyzer  is  simply  an  aid  to  help  you  keep 
track  of  your  investments  and  to  offer  an  alterna- 
tive way  of  making  choices. 

Program  i: 

stock  Market  Analyzer  -  VIC  (8iq/64  Version 

10  PRINT" [CLR] STOCK  MARKET  ANALYZER" 

12  FORX=1TOS00:NEXT 

25  DIMS$C50),FF(50),P(50),SA(50),R5(50),T 

P{50) 
30  PRINT" [ CLR} " :T=g;GOSUB500 
32  PRINT" [ CLR} THESE  ARE  THE  STOCKS  I  HAVE 

IN  MEMORY" 
35  FORX=lTOYSTEP2 

40  PRINTS$(X) ;TAB(5)S?(X+1) :KEXTX 
45  Q=0 
50  C=0:T=0 
60  F=  1022 

95  PRINT"CHOICES  AVAILABLE  HIT":PRItsfT 

96  PRINT"SEARCH  ST0CK[8  SPACES] 1" 

9  7  PRINT" STOCKS  AT  A  DATE {4  SPACES} 2" 

98  PRINT"MONTHLY  STK  PRICES(2  SPACES} 3" 

99  PRINT"BUY  OR  SELL  ADVICE[2  SPACES}4" 

100  PRINT" STORE  BUYS/SALES{4  SPACES} 5" 

101  PRINT"GRAPH  A  ST0CK{7  SPACES] 6" 

102  PRINT" TRADES  IN  ANY{2  SPACES] YEAR  7" 

105  GETQ:IFQ=0THENI05 

106  ONQGOTOH0,  200,300,400,  700,920,650 

107  GOTO30 

110  INPUT"WHICH  STOCK" ;A$ 

111  RESTORE 

112  GOSUB900 
120  FORX=1TO1000 

130  READAA$,BB$,CC$,DD,EE,FF,GG 

140  IFA?=AA$THENGOSUB800 

150  IFAA|="XXXX"THENX=1000;NEXTX:GOTO160 

155  NEXTX;GOTO160 

160  PRINT:PRINT" [5  SPACES)HIT  ANY  KEY  " 

170  GETB$ :IFB$=""THEN170 

180  GOTO30 

200  PRINT 

205  RESTORE 

210  PRINT" STOCKS-DATE  YRMM" : INPUTD? 

215  IFLEN(D$)<>4THEN210 

216  D=VAL(D?) :GOSUB900 
220  FORX=1TO1000 


221  READAA$,BB,CC?,DD,EE,FF,GG 

222  IFBB=DTHENBB$=STR$(BB) :GOSUBa00 

2  26  IFAA?="XXXX"THENX=1000:NEXTX:GOTO240 
2  28  NEXTX 

240  PRINTTAB(5) "TOTAL  IS";T:PRINT" 
{5  SPACES] HIT  ANY  KEY" 

241  GETB?:IFB$=""THEN241 

242  GOTO30 

300  PRINT" [CLR] [2  D0WN}TQ  CALCULATE  TODAY 
'S{2  SPACES} VALUES  AND  CREATE  DATA  ST 
ATEMENTS  I  NEED" 

306  GOSUB500 

307  PRINT"TODAYS  DATE ( YRMM) " : INPUTG 

308  PRINT"YOU  HAVE" ;Y; "STOCKS-" 

309  PRINT"FROM  STOCKS  TO  STOCK*" : INPUTT, U 

310  FORX=  TTOU 

312  PRINT"PRICE  0F[4  SPACES }"; S$ (X) 

315  INPUTP(X) 

320  NEXTX: PRINT" {CLR} (4  DOWN}" 

32  5  FGRX=TTOU 

330  GR?="" :GR?=STR$(F)+"DATA  "+S$(X)+","+ 

STR$(G)+",H,0,0,"+STR?(FF(X) )+" , " 
335  PRINT  GR?+STR$CP(X)) 

338  F=F+1 

339  PRINT 

340  NEXTX 

345  PRINT"60  F=" ; F: PRINT"RUN 

350  PRINT" HIT  Y  TO  INPUT  DATA" 

351  GETT$:'IFT$=""THEN351 

355  IFT$="Y"THENPRINT" [home] " ; END 

356  GOTO300 

400  PRINT" {CLR} [3  DOWN] THE  PATTERN  FOR  RE 
COMMENDING  SALES  IS  BASED  ON  INCREASI 
NG  AND  "; 

401  PRINT"DECREASING  PRICES" 

405  PRINT"T0DAYS  PRICES  ARE" 

410  F0RX=1T0Y 

411  PRINT" {DOWN} {2  RIGHT]" 

412  PRINTS$(X) ; :PRINT" {2  SPACES] TODAYS  PR 
ICE=";INPUTP(X) 

415  NEXTX 

420  FORX=1TOY 

425  GOSUB850 

440  PRINTS5(X) ;"{2  SPACES] "; R$ (X) ; " 

{2  SPACES}", -MR 
445  IFR?(X)="H"THEN  PRINT"NO  TRADE  RECOMM 

ENDED" 
450  NEXTX 

480  PRINT"DONE[dOWN}  HIT  ANY  KEY" 
485  GETZ5:IFZ$=""THEN485 

499  GOTO30 

500  S$ { 1 )  =  "AGOL":FF(1)=600; SAC  1) =3375 

501  S$(2)="TRVMF" :FF ( 2 )=200 : SA( 2 ) =726 . 6 

503  S$(3)="EAL":FF(3)=0:SA(3)=0 

504  S$(4)="SEAG" : FF( 4) =100: SA(4) =9280 

505  S$(5)="CASH" :FF(5)=1:SA(5)=55 

506  S$(6)="FLYT":FF(6)=100:SAC6)=3020 

507  S$ ( 7 ) ="SMKV" : FF ( 7 ) =1000 : SA( 7 ) =5220 

549  Y=7 

550  RETURN 

601  PRINT" {HOME} {17  DOWN}"; 

610  FORS=1TOX: PRINT" {right}"; :NEXTS 

615  IFHI=0THENGOTO640 

620  F0RT=1-T0INT(15/HI)*TP(X)  :PRINT"  {  UP}  "  ; 

iNEXTT 
625  IFS>  20THENPRINT " { UP ] " ; GOTO20040 
630  PRINT"*"; 
635  PRINT" {HOME}" 
640  RETURN 
650  RESTORE 


58    COMPUTI!    November  1983 


A 


# 


IP 


MUSTTORN  TO 


llmavaiSl^ 


DARES  TO  F 


it 


Fantastic 

action  game 

for  Atari* 


The  elite  corps  known  as  the 
Nightraiders  are  trying  to  bring 
freedom  to  a  conquered  earth. 
Since  they  are  few  in  number, 
compared  to  the  enemy,  they 
must  operate  under  the  cloak  of 
darkness.  As  the  group's  leader. 
your  mission  is  to  fly  over  enemy 
strongholds . . .  identify  targets  of 
opportunity  and  destroy  them 
thoroughly. 

While  the  invaders  carinot 
mount  an  air  attack  after  the  sun 
has  set  they  do  have  weapons  of 
awesome  power . . .  weapons 
which  relentlesly  track  your 
flightpath  and  anticipate  your 
movements. 

Success  does  not  come  easy. 
You  must  be  able  to  maneuver 
like  the  crack  of  a  whip . . . 
accelerate  and  decelerate  in  and 
out  of  hyperdrive  . . .  while 
carefully  lining  up  the  targets  for 
your  twin  ion  bombs.  And  always 
keep  an  eye  on  the  special  radar 
screen  which  spots  enemy  action 
for  you. 

Become  a  Nightraider  and 
meet  the  most  fascinating 
challenge  of  your  space  career! 

$29.95/Atarl* 

400/800  wHh 
Disk  Drive 
and  Joystick 

At  your  computer  store,  or  from: 

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VISA,  MASTERCARD  accepted.  S2.00 

shipping,  handling  charge,  (Calitornia 

residents  add  6'  .■°o  sales  tax) 

"Atari  is  a  registered  trademark  of  Atari, 

Inc. 


h 


652  PRINT"YEAR  OF  PORTFOL 10- YR" ; INPUT; D 

654  IFD=0THEN210 

656  GOSUB900 

658  FORX=1TO1000 

660  READAA5,BB,CC$,DD,EE,FF,GG • 

662  IFD=INT(BB/L0000)THENGOSUBa00 

664  IFAA$="XXXX"THENGOTO680 

668  NEXTX 

670  GOTO780 

675  C=0:GETD$:IFD$=""THEN6  75 

676  GOT0668 

680  PRINTTAB(5)" U  SPACES} HIT  ANY  KEY  " 

681  GETB?:IFB$=""THEN681 
685  GOTO30 

700  PRINT" [CLR} [3  down] STORING  NEW  TRANSA 

CTIONS" 
710  PRINT "THERE  ARE  SEVERAL  LINE  STATEMEN 

TS  THAT  MUST  BE  CHANGED" 
725  PRINT"TODAYS  DATE-YYMMDD" : INPUT  DA 
728  PRINT"WHICH  STOCK" : INPUTSO? 
730  PRINT"BUY(B) U  SPACESjOR  SELL(S)":INP 

UT[2  spaces] S? 
735  PRINT"HOW  MANY  SHARES" : INPUT  SH 
737  PRINT"WHAT  PRICE" : INPUT  P 

741  F0RX=1 TOY : IFSO$=S$ ( X ) THENTE=X : X=Y : NEX 
TX:G0T0745 

742  NEXTX 

745  INPUT"NET  COST  OR  PROCEEDS" ;NP 

747  IF  S$="B"THEN  NW=SA(TE)+NP:NF=FF{ TE)+ 
SH:GOTO  7  50 

748  NW=SA(TE)-NP:NF=FF(TE)-SH 

750  PRINT"FF(X)  BETWEEN  500-600  IS";NF 
752  PRINT"SA(X)  SHOULD  BE";NW 

755  PRINT" IT  SHOULD  BE  ABOUT" ; TE-1 ; "DOWN" 

756  GR$="" :GR?=STR$(F)+"DATA  "+SO$+","+ST 
R$(DA)+", "+S?+", "+STR$(SH) 

757  GR?=GR$+" , "+STR$ (NP)+" , "+STR? (NF)+" , " 
+STR${P) 

760  PRINTGR? 

768  PRINT"60  F=";F+1 

770  PRINT"RUN 

775  PRINT"HIT  ANY  KEY  BUT  N  TO  ENTER  DATA 

II 

780  GETY$:IFY5=""THEN780 

782  IFY$="N"THEN700 

783  END 

800  REM  ROUNDING 

801  DD$=STR?(DD) : FF?=STR$ ( FF) tIFLEN(DD$)= 
lTHENDD$=DD$+"{2  SPACES]" 

802  L=EE:GOSUB30000:EE$=JS$:IFLEN(FF$)=2T 
HENFF$=FF?+"  " 

803  IFLEN(DD?)=2THENDD$=DD?+" 
[SHIFT-SPACE]" 

804  L=GG:GOSUB30000:GG$=JS$:IFLEN(FF$)=1T 
HENFF$=FF$+"[2  SPACES]" 

805  L=INT(FF*GG) :GOSUB30000 ;HH?=JSS 

808  PRINT"ST0CK[2  SPACES }" rAA$ : PRINT" DATE 
{3  SPACES] ";BB$:PRINT"BUY/ SELL  ";CC$: 
PRINT"NUM{3  SPACES]  ",-DD$ 

809  PRINT"?NET(3  SPACES] "; EE$ : PRINT" CURS 
{2  SPACES 3 ";FF$: PRINT" MARKET  ";GG$:PR 
INT "VALUE {2  SPACES] "?HH$ 

810  PRINT"HIT  SHIFT  TO  CONTINUE" 

811  IF{PEEK(653)AND1)=0THEN811 

812  PRINT" (CLR]" 
815  T=T+FF*GG 
820  RETURN 

850  MP=FF(X)*P(X) :R$(X)="H" :MR=0 

855  IFMP>SA(X)*1.1THENR$(X)="S":MP=MP-MP* 
0.1:MR=MP-SA(X) 

856  IFMP<SA(x)*.9THENR5(X)="B" :MP=MP+MP*0 

60    COMPimi    November  1983 


935 

936 


.1:MR=SA(x)-MP 
858  IF  (MR<300)  AND  (MR>-30e)  THEN  R${X)= 

"H" 
865  RETURN 

900  PRINT" [CLR]" 

901  RETURN 

920  INPUT"WHICH  STOCK" ; WH$ :V=0 : RESTORE 

925  FORX=1TO1000 

930  READA$,B,C$,D,E,F,G 

932  IFB>10000THEN940 

IFWH$=A$ THENV=V+1 : TP ( V) =G 

I FA$  =  " XXXX " THENG0T094  5 
940  NEXTX 

945  REM-CREATE  GRAPH 

946  I=1:HI=0:LP=10 

950  forx=itov 

951  ifhi<tpCx)thenhi=tp(x] 

952  iflp>tp(x)thenlp=tp(x) 

953  NEXTX 

960  PRINT"{CLR} {3  DOWN}" 

962  F0RX=lT013:PRINTCHR${ia2) :NEXTX 

964  FORX=1TO20:PRINTCHR?(162) ; ; NEXTX 

970  F0RX=1T0V 

975  GOSUB601 

980  NEXTX 

981  PRINT"  [home]  HIGH  ",-HI;"  LOW";  LP 

982  PRINT" [3  RIGHT] STOCK  IS  ";WH$ 

983  PRINT" [15  DOWN] " : F0RX=1T0V:PRINTTP(X) 
; : NEXTX 

990  GETQQ$:IFQQ$=""THEN990 
995  GOTO30 

1000  DATA  AGOL,  8301, H, 0,0,  500,  5.5 

1001  DATA  TRVMF,  8301, H, 0,0,  200,  4 

1002  DATA  EAL,  8301, H, 0,0,  0,  6.5 

1003  DATA  SEAG,  8301, H, 0,0,  100,  95 
8301, H, 0,0,  1,  55 
8301, H, 0,0,  100,  35 
8301, H, 0,0,  1000,  5.5 

1007  DATA  AGOL,  8302, H, 0,0,  500,  6 

1008  DATA  TRVMF,  8302, H, 0,0,  200,  5 

1009  DATA  EAL,  8302, H, 0,0,  0,  7 

1010  DATA  SEAG,  8302, H, 0,0,  100,  100 
8302, H, 0,0,  1.  58 
8302, H, 0,0,  130,  39 
8302, H, 0,0,  1000,  6 
8303, H, 0,0,  530,  4.5 

1015  DATA  TRVMF,  8303, H, 0,0,  200,  6 

1016  DATA  EAL,  8303, H, 0,0,  0,  4 

1017  DATA  SEAG,  8303, H, 0,0,  130,  85 
8303, H, 0,0,  1,  43 
8303, H, 0,0,  100,  37 
8303, H, 0,0,  1300,  7 
830403, B,  100,  775, 


1004  DATA  CASH, 

1005  DATA  FLYT, 

1006  DATA  SMKV, 


1011  DATA  CASH, 

1012  DATA  FLYT, 

1013  DATA  SMKV, 

1014  DATA  AGOL, 


600, 


1018  DATA  CASH, 

1019  DATA  FLYT, 

1020  DATA  SMKV, 

1021  DATA  AGOL, 
[SPACE] 7. 5 

20000  DATAXXXX,0,X, 0,0,  0,0,0 

20030  REM  A  SHORT  PROGRAM  TO  CLEAN  OUT  LI 

NES  OF  DATA  USING  SCREEN  EDITOR 
20040  PRINT" [CLR] [2  DOWN]" 
20050  S=  1000 

20100  F0RX=STOS+2:PRINTX: NEXTX 
20110  PRINT" 20050 [2  SPACES] S=";X 
20115  PRINT" [HOME]" 
20370  P0KE198,5 

20375  F0RI=1T05 :POKE631+I, 13:NEXT:END 
30000  L=lNTCL*100+.005)/l00:JS$=STR${L) :J 

S$=MID$(JS$,2) 
30010  JL=LENtJS$) :IFJL>2THENIF  MID5(JS$,J 

L-2,1)="."GOTO30040 
30020  IFJL> 1THENIFMID$ { JS$ , JL-1 , 1)=" . "THE 

NJS$=JS$+"0" :GOTO30040 
30030  JSS=JS?+".00" 


fl  million  laughs 


drHnC  uHANtlll    You  are  the  game-happy  owner 
of  the  Spare  Change  Arcade. Two  fun-loving,  but  overworked 
Zerks— the  main  characters  in  your  most  popular  game— have  bro- 
ken loose  and  are  trying  to  retire  from  the  business.  You  try  madly  to 
stop  them.  If  you  can  get  a  coin  into  the  juke  box,  the  Zerks  get  so 
caught  up  in  the  music,  they  drop  everything  and  start  dancing.  You 
also  try  popping  popcorn  and  making  a  pay  phone  ring— which 
immediately  makes  the  Zerks  stop,  answer  and  start  a  wild  con- 
versation. If  you  "win"  the  game, 
there  are  rib  tickling  cartoons  by 
the  Zerks  to  reward  your  efforts. 
It's  a  game  full  of  sight  gags, 
surprises  and  comedy.  From  the 
best.  Br0derbund!  For  the 
Apple®  II,  II  +  and  lie.  Coming 
soon  for  the  Atari®  home 
computers  In  disk  format. 


and  an  endless  challenge 


LUUC  nUliNtln     Here's  a  game  that  will  never  stop  challenging 
you.  That's  because  Lode  Runner  is  more  than  a  spellbinding,  fast- 
action  game  with  its  150  different  mind-boggling  game  screens.  Lode 
Runner  is  also  an  easy-to-use  Game  Generator  that  lets  you  create  your 
own  games.  Without  any  knowledge  of  programming,  you  can  easily 
design  unique  Lode  Runnner  screens,  then  bring  them  to  action-packed 

life.  You  will  maneuver  through  scene 

after  scene,  running,  jumping,  drilling 
passages  and  outfoxing  enemy 
guards  in  a  secret  underground  hide- 
away as  you  pick  up  chests  of  gold 
stolen  from  citizens  of  the  Bungeling 
Empire.  There's  no  end  to  the  thrills, 
chills  and  challenge.  Of  course,  it's 
from  Br0derbund!  For  the  Apple  II, 
II  +  and  lie.  Coming  soon  for  the: 
Atari  home  computers  (disk  and 
cartridge);  Atari  5200™  Super 
System;  Commodore  64^"; 
VJC-20™;  IBM*  PC. 


Ask  your  Br0derbund  dealer  for  sneak  previews. 


^BroderbundSoftujare 


Discover  the  Difference 


17  Paul  Drive    San  Rafael,  CA  94903 


Apple  II,  II  +  ,  Me  are  registered  irademarks  of  Apple  Computer,  Inc.  ATARI  400/S00/1 200  and  5200.  Commodore  64  arHl  VIC-20  and  IBM  ate 
trMemarks  of  Atari,  Inc.,  Commodora  Electronics,  Ltd.,  and  International  Business  Mactiines  Corporation,  raspacllvely. 


30040    IF    LEFT$(JS$,1)="."THENJS$="0"+JS$  226     IF    AA*="XXXX"     THEN     X=1000:NEXT     X 

30050    RETURN  :  6DT0    240 

228     NEXT     X 

240  PRINT  "TOTAL  IS  ";T:PRINT  " 
{5  SPACESJHIT  ANY  KEY" 

241  GET  #1,A 

242  EOTO  30 

Stock  Market  Analyzer -Atari  Version  300   print    ■•<:clear><:2   downjto  calcula 

TE  TODAY'S  VALUES  AND":PRINT  "CR 
DIM  AA*(10),BB*(10),CC*(10) ,DD*(10         eATE  DATA  STATEMENTS  I  NEED" 
) ,EEt tl0) ,FF* ( 10) ,GG*(10) ,HH*(10) ,    30^  gOSUB  500 
JS*(10)  ,TT*tl0)  ,SO*(10)  ,A*(10)  ,D*(    307  rrinT  "TODAY'S  DATE   (YRMM>"::INP 


Program  2: 


6) 


UT  G 


7  DIM  WHt(10),SS«(10) ,C*(10)  30B  PRINT  "YOU  HAVE  ";Y;"  STOCKS-" 

10  GRAPHICS  0:PDKE  752 ,  1 : POS I T I  ON  9,  309  print  "FROM  STQCK#  TO  STOCK#":IN 

i0:PRINT  "STOCK  MARKET  ANALYZER":        puT  T  U 

FOR  W=l  TO  900:NEXT  W  310  pOR  X=T  TO  U 

15  OPEN  ttl,4,0,"K:"  312  PRINT  "PRICE  OF    " ; S*  ( X  *  1 0+ 1  ,  X «  1 
25  DIM  S$ (500)  ,  SL (50)  ,  FF (50)  , P (50)  , S        0  +  SL ( X )  ) 

A<50)  ,R«  (50)  ,TP(50)  315  INPUT  ZZ:P(X>=ZZ 

30  PRINT  "tCLEARJ":POKE  752,0:T=0:GD  320  NEXT  X:PRINT  "<CLEAR><4  DOWNl" 

SUB  500  325  FOR  X=T  TO  U 

32  PRINT  "tCLEARJTHESE  ARE  THE  STOCK  335  rrinT  F  ;  " D ATA "  :  S* ( X  *  1 0+ 1  ,  X  *  1 0  +  SL 

S  I  HAVE  IN  MEMORY":PRINT  C X ));"."; 6 ;", H , 0 , 0 ."; FF ( X );"."; P 

35  Xl=2: Yl=2; FOR  X=l  TD  Y  (X)     

40  POSITION  X1,Y1:PRINT  S*(X*10+1,X*  339  F=F+1 

10+SL (X) )  339  PRINT 

42  IF  X  =  7  OR  X=14  THEN  X 1  =  X 1  +  1 0 : Y 1  =  1  340  NEXT  X 

45  Y1=Y1+1 :NEXT  X : Q=0  345  PRINT  "60  F=";F:PRINT  "RUN" 

50  C-0:T-0  350  print  "HIT  Y  TO  INPUT  DATA" 

60  F  =  1022  351  BET  #  j  p, 

95  POSITION  2,11:PRINT  "CHOICES  AVAI  355  jp  a=ASC("Y")   THEN  POSITION  2,0: 
LABLE   GSi":  PRINT  £fjD  ' 

96  PRINT  "SEARCH  STOCKCS  SPACES> 1 " 

97  PRINT  "STOCKS  AT  A  DATE  356  GOTO  300 

<4  SPACES:2"  400  PRINT  "{CLEAR>{:3  DOWNJTHE  PATTER 

98  PRINT  "MONTHLY  STK  PRICES   3"  N  FOR  RECOMMENDING  SALES  IS  BASE 

99  PRINT  "BUY  OR  SELL  ADVICE   4"  D  ON  INCREASING  AND  DECREASING" 

100  PRINT  "STORE  BUYS/SALES  401  PRINT  " PRI CES . CDOWN J " 

C4  SPACES>5"  405  PRINT  "TODAYS  PRICES  ARE" 

101  PRINT  "GRAPH  A  ST0CKC7  SPACES>6"  410  FOR  X=l  TO  Y 

102  PRINT  "TRADES  IN  ANY  YEAR    7"  411  PRINT  :7  :7 

105  GET  *tl,A:Q  =  A-48  412  PRINT  S*  (  X  *  1  0+ 1  ,  X  «  1  0  +  SL  (  X  >  >  ;  :  PR  I 

106  ON  Q  GOTO  110,200,300,400,700,92        NT  "   TODAYS  PR I CE= " : I NPUT  ZZ:P( 
0,650  X>=ZZ 

107  GOTO  30  ^^^     NEXT  X 

110  ?  "WHICH  STOCK"  ;:  INPUT  A*  "^20  FOR  X=l  TD  Y 

111  RESTORE  425  GOSUB  850 

112  GOSUB  900  440  PRINT  S* ( X  *  1 0+ 1 ,  X  *  1 0  +  SL ( X )  )  ;  " 
120  FOR  X=l  TO  1000  ;R«(X,X);"C3  SPACES J"; MR ; " 
130  READ  AA*, BB*, CC*, TT*: DD=VAL (TT«)         ^4  SPACES^" 

:READ  TT*:EE=VAL (TT*) :READ  TT«:F  445  IF  R$(X,X)="H"  THEN  PRINT  "<UPJ 

F  =  VAL  (TT*)  :  READ  TT*  :  GG  =  VAL  (  TT*  )  <:  1  5  RIGHTING  TRADE  RECOMMENDED" 

140  IF  A*=AA*  THEN  BDSUB  800  450  NEXT  X 

150  IF  AAt="XXXX"  THEN  X=1000:NEXT  X  480  PRINT  "DDNE":PRINT  :PRINT  "HIT  A 

iGOTO  160  NY  KEY  TO  CONTINUE" 

155  NEXT  X:GOTn  160  485  GET  #1,A 

160  PRINT  : PRINT  "{5  SPACESJHIT  ANY  499  GOTO  30 

KEY  "  500  S* ( 1 1 ) =" ABOL" : SL ( 1 ) =4: FF ( 1 ) =600: 
170  GET  #1,A  SA(1}=3375 

130  GOTO  30  501  S* (21 ) ="TRVMF " : SL (2) =5: FF (2) =200 
200  PRINT  :SA(2)=726.6 

205  RESTORE  503  S* ( 3 1 ) = " EAL " : SL ( 3 ) =3 : FF ( 3 ) =0 : SA < 
210  PRINT  "STOCKS  DATE  YRMM": INPUT  D        3)=0 

*  504  S* (41 ) ="SEAG"  : SL  (4) =4: FF  (4) =100: 

215  IF  LEN(D*)<>4  THEN  210  SA(4)=92B0 

216  D  =  VAL  (D*>  : GOSUB  900  505  S* ( 5 1 ) = " C ASH "  : SL  (  5 )  =4 :  FF  (  5 ) = 1 : S A 

220  FDR  X=l  TD  1000  (5)=55 

221  READ  AA*, BB$, CC*,  TT*: DD  =  VAL  (TT*)  506  S* ( 6 1 ) = " FL YT  "  :  SL ( 6 ) =4 : FF  ( 6 ) = 1 00 : 
:READ  TT*: EE=VAL (TT*) : READ  TT« : F        SA(6)=3020 

F  =  VAL (TT*)  : READ  TT« : GG  =  VAL ( TT« )  507  S$ ( 7 1 ) = " SMKV " : SL £  7 ) =4 : FF ( 7 ) = 1 000 

222  BB=VAL(BB*)  :SA(7)=5220 

223  IF  BB=D  THEN  GOSUB  800  549  Y=7 

62     COMPUTE!     November  19B3 


SM  TEXT  means  •  Wlulti  Column  Processing  •  Sophisticated  Mathematics 
Aduanced  Editing  •  Total  File  Overview  •  Form  Mode  •  Noted  Text 
rgonomic  Design  •  Ease  of  Operation  and  a  lot  of  more  features. 
TEXT  is  available  for  commodore-business  computers. 


/ 


SM  SOFTWARE  INC. 

IS  A  SUBSIDIARY  OF 

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MICRO  SOFTWARE  HOUSES. 

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•  LOS       -  loadable  operating  system 

ASK  FOR  DETAILS. 


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Dealer  inquiries  invited. 


550  RETURN 

601  POSITION  2, 17 

610  FOR  S=l  TO  X:PRINT  "<:2  RIGHTJ";: 

NEXT  S 
615  IF  HI=0  THEN  GOTO  640 
620  FDR  T=l  TO  I  NT  (  1 5 / H I )  * TP ( X )  : PR  I N 

T  "  <UP>  ■■  ;  :  NEXT  T 
625  IF  S>20  THEN  PRINT  "  <:UP>  "  ;  :  GOTO 

20040 
630  PRINT  " * "  ; 
635  POSITION  2.  1 
640  RETURN 
650  RESTORE 
652  PRINT  "YEAR  OF  PORTFOL I  0- YR " ;  :  I N 

PUT  D 
654  IF  D=0  THEN  210 
656  GOSUB  900 
658  FOR  X=l''  TO  1000 
660  REftD  AA*. BB*, CC*, TT*: DD=VflL (TT*) 

:READ  TT*: EE=VAL <TT*) : READ  TT*:F 

F  =  VAL  (T-T*)  :  READ  TT*  :  66  =  VAL  (  TT*  )  : 

BB=VAL (BB*) 
662  IF  D=INT (BB/ 10000)  THEN  GDSUB  80 

0 
664  IF  AA*="XXXX"  THEN  BOTD  6B0 

66B  NEXT  X 

670  GOTO  780 

675  C=0:6ET  # 1 , A : D*=CHR* < A ) 

676  GOTO  668 

6S0  ?  "f4  SPACESJHIT  ANY  KEY  " 

681  GET  #1,A 

685  GOTO  30 

700  PRINT  "{:CLEARJ{3  DOWN}STORING  NE 

W  TRANSACTIONS" 
710  PRINT  "THERE  ARE  SEVERAL  LINE  ST 

ATEMENTB  THAT  MUST  BE  CHANGED" 
725  PRINT  "TODAYS  DATE-Y YMMDD " : I NPUT 

DA 
728  PRINT  "WHICH  STOCK": INPUT  SO* 
730  PRINT  "BUY(B)    OR  SELL  ( S )  "  :  I NPUT 

SS* 
735  PRINT  "HOW  MANY  SHARES ":  I NPUT  SH 
737  PRINT  "PRICE  PER  SHARE  ";: INPUT 

P 

741  FDR  X=l  TO  Y:IF  SO*=S» ( X « 1 0+1 , X » 
10+SL(X))  THEN  TE=X: X=Y; NEXT  X;6 
OTO  745 

742  NEXT  X 

745  ?  "NET  COST  OR  PROCEEDS ";: I NPUT 

NP 
747  IF  SS*="B"  THEN  NW  =  SA  (  TE ) +NP : NF  = 

FF (TE) +SH: GOTO  750 
74B  NW=SA (TE) -NP: NF=FF iTE) -SH 
750  PRINT  "FF(X)   BETWEEN  500-600  IS 

"  ;  NF 
752  PRINT  "SA(X)   SHOULD  BE  "  ;  NW 
755  PRINT  "IT  SHOULD  BE  ABOUT  ";TE-1 

; "  DOWN" 
760  PRINT  F;"  DATA  "  ;  SO* ;  " ,  "  ; D A ;  "  ,  " ; 

SS$;  " ,  " ; SH;  " ,  " ; NP;  " ,  "  ; NF;  "  ,  "  ; P 
768  PRINT  "60  F=";F+r 
770  PRINT  "RUN" 
775  PRINT  "HIT  ANY  KEY  BUT  N  TO  ENTE 

R  DATA" 
780  6ET  ttl,A 

782  IF  A=ASC("N")  THEN  700 

783  END 

800  REM  ROUNDING 

301  DD$  =  STR*  (DD)  : FF$  =  STR*  (FF)  :  IF  LEN 

(DD*)=1  THEN  DD$':2)=" 
802  L=EE:GQSUB  30000 : EE«= J S* : I F  LEN( 

FF*)=2  THEN  F F* ( LEN < F F$ ) + 1 ) = "   " 

M    COMPUTE!     November  1983 


303 
80  4 

805 
803 


809 


810 
Oil 
812 
8  15 
820 
850 
855 

856 

858 

865 
V00 
901 

920 

925 
930 


9  32 

935 
936 
940 
945 
946 
950 
951 
952 
953 
960 
962 

964 

970 

975 
980 
981 

932 
983 

985 

990 
995 
100 
100 

100 
100 
100 
1  00 
100 
100 
100 
100 
101 
101 
101 


IF  LE 
L  =  GG: 
FFS)  = 
L=INT 
PRINT 
iS  SP 
"  ;  CC* 
PRINT 
"CUR 
*:  PRI 
PRINT 
GET  tt 
PRINT 
T  =  T  +  F 
RETUR 
MP  =  FF 
IF  MP 
:  MP  =  M 
IF  MP 
:  MP  =  M 
IF  (M 
*  (X  ,  X 
RETUR 
PRINT 
RETUR 
?  "WH 
ESTDR 
FOR  X 
READ 
AD  TT 
(TT«) 
BBt) 
IF  B  > 


N  (  D 
GDS 
2  1 
(FF 

"S 
ACE 
:  PR 

"* 
tt 
NT 

"H 
1,A 

"  -C 
F»!G 
N 
(  X) 

SA 
P-M 

:SA 

P  +  M 

R<;3 
)  =" 

N 

"  { 

N 

ICH 
E 

=  1 
A«, 
*:  E 
:  RE 


D«)=2  THEN  DD4C3)="   " 
UB  30000: GG*=JS«: IF  LEN( 
HEN  FF*  (3)  =  " 

*6G): GOSUB  30000 : HH*= J S« 
TOCK    ";flfl*: PRINT  "DATE 
S3 "; BB« : PRINT   "BUY/SELL 
INT  "NUMC3  spaces:- ";DD* 
NET-C3  spaces:- ":  EE*:  PRINT 
";FF*: PRINT  "MARKET  " ; GG 
"VALUE   ";HH$ 

it  any  key  to  continue" 
clear:  " 

G 

*P(X):R*(X,X)="H":MR=0 
<X)*1.1  THEN  R$iX,X)="S" 

P*0. 1 : MR=MP-SA (X) 
<X)*0.9  THEN  R*(X,X)="B" 

P*0. 1 : MR=SA ( X ) -MP 

00)   AND   (MR>~300)   THEN  R 

H" 

CLEAR J " 

STOCK"  ;:  INPUT  WH4:V  =  0:R 

TO  1000 

BB*,C*,TT*:D=VAL(TT$)  :RE 
=VAL (TT*) : READ  TT*:F=VAL 
AD  TT*: e=VAL (TT*) : B=VAL ( 


10000  THEN  940 


IF  WH* 
IF  A*  = 
NEXT  X 
REM  -C 
1  =  1  : HI 
FOR  X  = 
IF  HI< 
IF  LP> 
NEXT  X 
PRINT 
FDR  X  = 

X 
FOR  X  = 
XT  X 
FDR  X  = 
BDSUB 
NEXT  X 
PDSITI 
{6  SPA 
PRINT 
PRINT 
RINT  T 
PQSITI 
Y" 

GET  *1 
GOTO  3 

0  DATA 

1  DATA 

2  DATA 

3  DATA 

4  DATA 

5  DATA 

6  DATA 

7  DATA 
S  DATA 
9  DATA 

0  DATA 

1  DATA 

2  DATA 


=A*  THEN  V=V+1 : TP ( V) =G 
"XXXX"  THEN  GOTO  945 

REATE  GRAPH 
=  0  :  L  P  =  1  0 
I  TO  V 

tp(x)  then  hi=tp(x) 
tp(x)  then  lp=tp(x) 

"<clear:<3  down: " 

1  td  13:print  chr*<1):next 

1  TD  3a:PRINT  CHR*(24);:NE 

1  TD  V 
60  1 

ON  2,0:?  ■'  HIGH  "  ;  HI  ;  " 

ceb:-low  "  ;  LP 


RIGHT3-ST0CK  IS 


WH* 


"ilS     DOWNJ":FOR  X=l  TO  V:P 

p (X) ; "   " ; : NEXT  X 

ON  14,22:PRINT  "HIT  ANY  KE 


.A 

0 
A60L, 

TRVMF 
EAL,  8 
SEAG. 
CASH, 
FLYT, 
SMKV. 
A80L  , 
TRVMF 
EAL,  8 
SEAG, 
CASH, 
FLYT, 


B301  , 

,8301 
30  1  ,  H 
8301  , 
8  3  0  1, 
8  301  , 
830  1  , 
83021 
,8302 
302,  H 
8302 
8  3  02 
83  0  2 


H,  0, 
,  H,  0 

0,0 

H,  0 
H,  0 
H,  0 
H,  0 
H,  0 
,H,0 
,0,0 
H,  0 
H,  0 
H,  0 


0, 600, 

, 0, 200 
,0,6.5 
0 , 10  0, 
0,  1  ,  SS 
0, 100, 
0, 1000 
0, 600, 
, 0. 200 
,0,7 
0 , 10  0, 
0,  1  , 58 
0,  100 


,  4 

95 


100 
39 


INSIA 

Introducing  the  Insta-Serfes  from  Cimarron— Instant  Productivity  Software  for  the  Commodore 

64  Personal  Computer.  The  Software  System:  Insta-Writer,  Insta-Mail,  (nsta-Calc,  Insta-Check, 
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are  all  available  on  Diskette,  Casette,  or  Cartridge.  This  is  a  software  system  specifically  designed 
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THE  INSTA-SERIES  IS  DISTRIBUTED  BY  MICRO-SC!  MARKETING.  DMSION  OF  STANDUN  CONTROLS.  INC  2158  HATHAWAY  STBEET.  SANTA  /W\. 
CALIFORNIA  92705  TELEX  910-346-6739.  FOR  A 1 7"x22"  COLOR  POSTER  OF  INSTA".  SEND  55  fCHECK  OR  MONEY  ORDER)  TO  MICRO-SCI  MARKETING. 

c  CIMARRON  COB." .  A  DMSION  C3F  STANDUN  CQNTKXS,  INC     COWMOCXJRE  64  IS  A  TRADEMARK  Of  COMMODORE 


10  13 
1014 
1015 
10  16 
1017 
1018 
1017 
1020 
1021 

20000 
20030 


20040 
20050 
20100 

201  15 

20370 
20375 

30000 

30010 
30020 


30030 
30040 

30070 


DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
7.  5 
DATA 
REM 
UT  L 
EDIT 
PRIN 
S=10 
?  "  < 

0  s  + 

PR  IN 
12"  : 
POKE 
END 
L=IN 
TR«  ( 
JL  =  L 
*  (  JL 
IF  J 

GOTO 
JS*  ( 
IF  J 
T*  (2 
RETU 


SMKU,  S302, H, 0, 0,  1000, 6 
A GDL, 830  3, H, 0, 0, 600, 4. 5 
TR'v'MF,  8303,  H,  0,  0  ,  200,  6 
EAL, 8  30  3, H, 0, 0, 0 , 4 
BEAG, 8303, H, 0, 0, 100, 85 
CASH, 3303, H, 0, 0, 1,43 
FLYT, 3  303, H, 0,0, 10  0, 37 
SMKV, 8303,  H, 0, 0,  1000,  7 
ABOL, 830403, B, 100,775,60 


0, 


X 
A 

IN 
OR 
T 

0  0 
CL 

T 

PO 
8 


X  X  X  ,  0 ,  X  ,  0  ,  0  ,  0  ,  0  ,  0 
SHORT  PROGRAM  TO  CLEAN 
ES  OF  DATA  USING  SCREEt 


"  tCLEAR)  {3  DDWNJ  " 


EARJ-  C3  down:  "  ; 

PR  INT  X : NEXT  X 

"20050  S=" ; X : ? 

S I T I O  N  2,0 
42,  13 


FOR  X=S  T 


"P0KEa42. 


T(L» 100  +  5. 0E-03)/ 100;  JS$ 

L) 

EN(JS*):IF  JL>2  THEN  IF 

-2,JL-2)="."  THEN  30040 

L>1  THEN  IF  JS*<JL-1,JL- 

THEN  JS« <LEN ( JS*> +1 ) ="0 

30040 
LEN ( JS*) +1 ) =" . 00 " 
S*(l,l)="."  THEN  TT*="0" 
) =JS*: JS*=TT* 
RN 


=  S 
JS 
1  ) 


FORTH 

programmers: 

COMPUTE! 

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HERE'S  S.A.M.! 


'Ill 
)Mii: 


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•  Variable  pitch,  speed,  inflection 

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•  Easy  to  use  in  your  programs 

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DYNAMIC  PRINTER  INTERFACES 
for  the  VIC  2r  and  the  COMMODORE  64® 

UNLIKE  ANY  OTHERS  THAT  HAVE  COME  BEFORE^     -     , 

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JUT  Commodore  64.  This  fully  intelligent  interface  plugs  into 

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TOTAL  EMULATION  of  the  Commodore*  printer.  Using  the  laHB  recD^logy,  this  interface  wilt  display  the  full  GRAPHIC 
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orman  Overpeck 


As  you  wend  your  way  through  the  cemetery  o)i  a  black 
and  tempestuous  night,  beware  of  the  tombstones.  If 
you  run  into  one,  lightning  will  strike  -  and  it  only 
strikes  once.  The  game  includes  five  difficulty  levels. 
Written  for  the  unexpanded  VIC,  Atari  and  64  versions 
are  also  included. 


It's  a  dark,  stormy  night  with  howling  winds  and 
bolts  of  lightning.  You've  got  to  get  home  -  but 
first  you  must  cross  through  the  cemetery. 

Since  you  don't  believe  in  ghosts,  you  won't 
have  to  worry  about  them.  But  the  graveyard  is 
very  old  and  there  are  lots  of  tombstones.  You 
have  to  hurry,  but  you  can't  bump  into  a  grave 
marker-  if  you  do,  you'll  be  struck  by  lightning 
and  it's  goodbye,  Charlie. 

How  To  Ploy 

"Goodbye  Charlie"  was  originally  written  for  the 

68     COMPimi     November19S3 


unexpanded  VIC.  The  Atari  and  64  versions  in- 
clude instructions  within  the  programs. 

In  the  VIC  version,  four  keys  (Q,  A,  S,  Z)  are 
used  to  control  movement.  The  L  key  is  used  to 
light  up  the  screen  when  you  need  to  peek  at  the 
graveyard. 

Success  in  this  game  depends  on  memory 
and  perception.  At  the  start,  the  computer  will 
randomly  place  the  tombstones  and  briefly  light 
up  the  screen  so  you  can  see  the  obstacles.  Get  a 
good  look.  The  first  look  is  free,  but  any  after  that 
will  cost  you  points. 

You  will  have  to  move  across  a  dark  screen 
relying  only  on  your  memory  of  the  tombstones' 
locations.  Remember  -  if  you  lose  your  nerve, 
you  can  get  additional  glimpses  of  the  cemetery 
by  pressing  L,  but  this  will  subtract  points  from 
your  score. 

Goodbye  Charlie  has  five  difficulty  levels. 
After  typing  in  and  saving  the  program,  try  the 


Be  Amazed! 


m-4 


iHHr''5«i?"SSl!IE?E*  ^'^'^W^ 


^  H^ 


Telengard:  How  low  can  you  go? 


Fifty 


We've  created  a  subterranean  monster, 
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Tiiat's  tile  number  of  leveis  in  the  TELEnQARD 
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Each  labyrinthine  level  holds  hundreds  of  dark  chambers 
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Using  wits,  magic  and  true  grit,  your  character  delves 
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B-1 

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Your  cold  and  calculating  computer  will  choose  its  own  strategy! 
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Atari  Home  Computers  (J2K)  and  TR5-80  Models  1/lll/tV  (16K) 
cassette  for  S16.00.  Atari  (32K>,  IBM  (64K)  and  TRS-80  Models 
l/lll/IV  (32K)  diskettes  available  at  $21.00. 

T.G.I.F.:  Thank  Goodness  It's  Friday!  Avalon  tllH's  new  party  game 
for  one  to  four  players  recreating  an  often-not-so-typical  week  in 
the  lives  of  the  working  class.  Half  the  fun  is  just  making  it  from 
Monday  to  Sunday.  Commodore  64,  Atari  Home  Computers  (40K) 
cassette  for  a  meager  S20.00.  Atari  diskette  (48K)  for  $25.00. 
AVAILABLE  WHEREVER  GOOD  COMPUTER  GAMES  ARE 
SOLD  or  call  Toll-Free:  1  (800)  638-9292  for  the  name  of  a 
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ffll6P§S@P^^^SP  S0ffl©8 


® 


a  Division  of  the 

Avalon  Hill  Game  Company 

4517  Harford  Road,  Baltimore.  MD  21214  U.S.A.  Earth 

'  Trademarhs  of  Tandy  Corp,,  Apple  Computers,  Commodore  Business  Machines,  Warner 
Communications  and  International  Business  Machines. 


n  Mrrier  2  049'er,     yoiifielped  ^-^v 

the  legendary   mounty,   Bounty   Bob.'"   track  th*%' -"■■■  v=* 
villainous  Yu)<on  Yohan"  through  an  abandoned  uranium 
nrtine  —  ail  ten  levels  of  it  —  grabbing  buried  treasure^- 
ppHng  deadly  radioactive  mutants  along  the  way. 

,,.i^II,  that  was  only  the  beginning!  — 

YukonYohan  has  escaped  to  ihecilgi 
is  after  him!  Only  this  time,  Bob's  run  out  oi 
bucks,  so  he's  taken  a  job  as  a  fireman  to  fund 
the  chase.  And  guess  which  villain  has  torched  a 
skyscraper  to  trap  Bounty  Bob? 

You  guessed  it  —  Yukon  Yohan!  ,— -■ 

Scraper  Caper'"  has  all  the  actionii 

excitement  that  can  be  packed  into  a  RtJMfci       ^^ 

itfeaturesa  mind  bogglingnumberof  rounds,  difficultyadjustni      .         , 
high  score  table,  demo  mode  and  spectacular  sound  and  graphic  effects 

Miner  2049er  is  a  gamer's  gold  mine,  but  you've  got  to  beat  Sera" 
to  get  to  the  top!  Scraper  Caper  is  available  from  your  local  dar^ 

ATARI "  5200  Supersystem'"  and  all  ATARI  Home  Cor" 

"1 
Suggested  RetaU  $49.95  '^ 


mimi@ifi0i 


Tj^^^rnTu^^m 


mm^mmmm 


14640  Keswick  Ave..  Van  Nuys,  CA  91405         (213)782-6861 

'Miner  2CM9er'\  "Scrape^  Caper^''BcKjnty  Bob"  and  "Mjkori  Yohan' are  trademarie  of  Big  Five  Software.  "ATARI  "  ancl"ATARl 
5200  Supersystem "  are  registered  Iradcmarks  of  Atari,  Inc. 


first  level  so  you  can  acquaint  yourself  with  the 
game. 


91 
92 


■  II 


I  _  I 


■        I 


I        I 


i        I  II       I  i 


.'. 


I     I 


.  I 


1 1 

I 

I 


^^"■■iWKi: 


You  get  a  brief  look  at  the  graveyard  before  continuing 
your  night  stalk  in  the  VIC  version  of  "Goodbye  Charlie' 

Program  1:  Goodbye  Charlie -vie  version 

5  CL=30720 

6  PRINT" {cLR} " 

7  PRINTTAB(2) "{2  DOWN}  GOODBYE  CHARLIE" 
10  FORA=7680TO7701 : POKEA, 43 : POKEA+CL, 6 :NE 

XT 
15  FORA=7701TO8185STEP22  : POKEA, 43 : POKEA+ 

CL,6 :NEXT 
25  FORA=ai85T08164STEP-l : POKEA, 43 : POKEA+C 

L, 6: NEXT 
30  FORA=8164TO7680STEP-22 : POKEA, 43 : POKEA+ 

CL,6:NEXT 
32  FORI=1TO2800:NEXT 

35  PRINT" {BLU} [CLR) {2  DOWNIiT  IS  A  DARK,C 
OLD  AND":PRINTSPG(4) "RAINY  NIGHT 

36  PRINT "{down] AND  YOU  HAVE  CHOSEN" : PRINT 
SPC(1)"T0  CROSS  A  GRAVEYARD" 

37  PRINTSPC(5) "TO  REACH  HOME" 

38  PRINT" {DOWN} {right} THERE  IS  A  VIOLENT 
{4  spaces} STORM  AND  THE  GRAVE" 

39  PRINTTAB(2) "YARD  IS  MOMENTARILY 
{3  SPACES }LIT  UP  "; 

40  PRINT"BY  LIGHTNING 

42  PRINTTAB(2) "{D0WN}IF  YOU  BUMP  INTO  A 
{2  SPACES }TOMBSTONE  YOU  WILL  BE  HIT  BY 
THE  LIGHTNING" 

44  PRINT" (3  DOWN} {3  SPACES} DIRECTIONS?  Y/ 
N" 

45  GETA$:IFA$=""THEN45 

46  IFA$="N"THEN89 

48  PRINT" £ CLR} {2  DOWN}" 

50  PRINTTAB{8) "Q=UP{2  DOWN}" 

5  5  PRINTTAB(2) "A=LEFT{5  SPACES} S=RIGHT" 

60  PRINirTAB(8)  "{2  DOWN}s=DOWN" 

65  PRINT" {2  DOWN} PRESS  L"; 

70  PRINT" {3  RIGHT} FOR  A  QUICK": PRINT 

72  PRINT"LOOK  AT  THE  GRAVEYARD" 

7  5  PRINT" {3  DOWN} EACH  LOOK  WILL  LOWER 

{9  SPACES] YOUR  SCORE 

80  PRINT" {2  DOWN} PRESS  RETURN  TO  CONT 

85  GETA?:IFA$<>CHR$(13)THEN85 

89  PRINT" {CLR} {GRN}" 

90  PRINT" {YEL} (CLR] {3  D0WN}LEVEL  OF  DIFFI 
CULTY" : SC=0 : C=30720 


100 

105 
110 
115 
120 
125 
130 
135 
140 
145 
146 
148 
150 
152 
155 
160 
162 
165 
170 
175 
178 
180 
200 

205 
210 
222 
225 

230 

235 

300 
310 
320 
330 
340 
410 
415 
420 
425 

430 

435 

440 

442 
445 
446 
447 
450 
455 
460 
465 
470 
475 
500 
505 
515 

520 


PRINTTAB(6}"{2  D0WN}1  2  3  4  5" 

GETA$ : IFA?  <> " 1 " ANDA?  <> " 2 " ANDA?  <> " 3 "AND 

A$  <> " 4 " ANDA$  <> " 5 "THEN92 

IFPEEK{197)=0THEN300 

IFPEEK(197)=56THEN310 

IFPEEK(197)=1THEN320 

IFPEEK(197)=57THEN330 

IFPEEK ( 197 )=2THEN340 

POKE36879,e;GOSUB200:GOSUB200: PRINT" 

ScLR] ";GOTO410 

PRINT" {CLR} " 

PRINTTAB(15) "NN" 

PRINTTAB  C 13 ) "NZNN" 

PRINTTAB (12) "NNMN" 

PRINTTAB(9) "NZNN" 

PRINTTAB(8) "NNMN" 

PRINTTAB(7) "NN" 

PRINTTAB (6 )"NN" 

PRINTTAB(6) "Z" 

PRINTTAB (5 ) "N" 

PRINT" { CLR} ": RETURN 

PRINT " { CLR } " : PRINTTAB (15) "NN " 

PRINTTAB (13) "NZNN" 

PRINTTAB (12) "NNMN" 


PRINTTAB(9) "NZNN" 

PRINTTAB(9) "NMN" 

RETURN 

PRINT" {CLR} " ;  PRINTTAB (15 ) "NK" 

PRINTTAB (13) "NZNN" 

PRINTTAB(13 ) "NMN" 

RETURN 

PRINT" {WHT}" 

PRINT " { WHT } " : F0RT=lT03 : GOSUBl 65 : F0RR= 

1TO30:NEXTR,T 

F0RT=1T03 : G0SUB148 : FORR=ITO30 : NEXTR, T 

F0RT=1T09 : GOSUB130 : NEXT 

POKE649,l 

F0RT=1T09 ■ P0KE36879 , 59 : POKE36879  ,  25  :  P 

OKE36879,8:NEXT 

POKE3687  7,220:FORL=15TO0STEP-3-POKE36 

878,L:FORM=lT0275:NEXTM,L 

P0KE36877 , 0 : POKE36878 , 0 : RETURN 

Z=55 : CU=8 1 7  5 : DF= . 2 : GOT098 

2=80 : CU=8 179: DF= .25: G0T098 

Z=110:CU=8169:DF=. 3:G0T098 

Z=130:CU=8182:DF=. 35:G0T098 

Z=160 : CU=8165 : DF= . 4 : G0T098 

F0RK=1T0Z 

X=INT ( RND( 1 ) *440 )+7  746 

POKEX , 9  7 : POKEX+C , 8 : NEXT 

POKECU ,15: POKECU+C , 1 : POKECU-2  2 ,32: POK 

ECU+1 , 32 : POKECU-1 , 32 

FORT=7680TO7767 :POKET, 32: NEXT 

FORT=7680TO7700 : POKET, 35 : POKET+C, 1 :NE 

XT 

POKE7690,32 

GOSUBS00 : SC=SC+ ( INT { SC/10 ) ) 

GETA$ : IFA$=" "THEN445 

IFPEEK ( 7690 )=15THEN700 

POKE649,l 

IFA$="Q"THEN500 

IFA?="A"THEN520 

IFA?="S"THEN540 

IFA$="Z"THEN560 

I FA$= "L "THENGOSUB800 

GOT0445 

IFPEEK ( CU-22 )=97THEN600 

I FPEEK (CU-22 ) =3  5THENCU=CU+22 

POKECU , 32 : CU=CU-22 : POKECU+CL , 1 : POKECU 

, 15:S=CS+I0:GOTO445 

IFPEEK ( CU ) =97THEN600 


72    COMPUTEl    November  1983 


w 


/' 


ir 


{&^ 


HElilllii  i^ifn 

iiPPLE  CIDER  SFIDEH 


sn  tr 
a  good 
IS  of  cider  and  avoid  the 


K  Xv.  I  !   J   ."» 


final  hi- 


htazardv 


1  \  ^ -Tx 


(^ 


••OJr- 


^^^ 


SiUtRIK  Om-LIVE  BUILOWG  COAKSEGOLB  CA  93614 
209  68J6S5fi 


APPLE     •     ATARI     •     COM  64     •     COLECO 


525  POKECU, 32:CU=CU-1 : POKECU+CL, 1 : FOKECU, 

1 5  :  SC=SC  +  1 0 : GOT0445 
540  IFPEEK(CU)=97THEN600 
545  POKECU ,32; CU=CU+1 : POKECU+CL , 1 : POKECU , 

1 5 : SC=SC+10 : GOT0445 
560  IFPEEK(CU)=97THEN600 
565  POKECU, 32 :CU=CU+22: POKECU+CL, 1 : POKECU 

, 15:SC=SC-10:GOTO445 
600  PRINT" (CLR) l2  D0WN3{BLU3" 
605  PRINTTAB(7) "{4  DOWN^R-I-P- 
610  GOSUB230 
615  PRINTTABC2)"{PUr1 {8  DOWNJTOO  BAD  CHAR 

LIEl 1" 
620  FORT=1TO2500: NEXT: PRINT" [2  DOWN} 

[2  right) ANOTHER  GAME?  Y/N" 
625  GETA?;IFA$=""THEN625 
628  IFAS  <  >  "'Y"ANDA$  <  >  "N"THEN625 
630  IFA$="Y"THEN90 
640  PRINT" [CLR]" 

645  PRINTTAB(3) "{3  DOWNJGOODBYE  CHARLIE" 
650  END 
700  PRINT"[CLR] {2  DOWNjSCORE="; INT(SC*DF) 

*10 
710  POKE36879, 140:PRINT"(7  D0WNJ{2  RIGHT] 

YOU  MADE  IT  HOME 
720  PRINT: PRINT" (3  RIGHT} SAFE  CHARLIE  1 
730  FORT=1TO2500:NEXT:PRINT" (4  DOWN] NEW  G 

AME?  Y/N" 
735  GETA?:IFA5=""THEN735 
740  IFA$="Y"THEN90 
745  GOTO640 

800  SC=SC-(INT(SC/10)) 
805  F0RT=1T04 : POKE36879 , 127: FORD=1TO70 : NE 

XTD: POKES 6879 , 8 : NEXT : GOSUB225 : RETURN 

Program  2:  Goodbye  Charlie  -Atari  Version 


1001 

1002 

1003 
1004 
1005 
1006 
1007 
1008 
1009 
1010 
1020 
1022 
1025 
1030 
1050 

1060 

1070 

1080 

1090 

1091 
1095 

1  100 

1110 


GRAPHI 
LOR  1  , 

FDR  1  = 
A: NEXT 
DATA  0 
DATA  2 
DATA  2 
DATA  3 
DATA  1 
DATA  1 
DATA  2 
6RAPHI 
SC=PEE 
BETCOL 

pasiTi 

PRINT 
FOR  A  = 
T  A 
FOR  A  = 

DKE  A, 
FOR  A  = 
p  o  h;  E  A 
FDR  A  = 


1  1 
1  = 

NE 


E  A 

FDR 

HEN 

REM 

P  0  p;  E  7 

2  ,  61 ,  0  : 

PDSllr  I 

k  ,     col 

PRINT 

r  OSS  a 

ch  hom 


CS  0:SETCDLOR 
0,0: CH  =  PEEK  (74 

0  TO     55:READ    A 
I 

,0,0,0,0,0,0,0 

4. 24. 126. 126. 2 
8, 34 , 65, 65, 65, 

4. 255. 34. 255. 3 
,2,4,8, 16, 32, 6 
28, 64, 32, 16,8, 
52, 2, 3,  12, 48,  1 
CS     17 

K (88) +PEEK (87) 

OR     0,0,4: SETCO 

ON     2 ',  9 

#6s  "HJEEOia 

SC     TO     BC+19:P0 

SC+19  TO  SC+47 

1  1  : NEXT  A 
SC+479  TO  SC+4 
,11: NEXT  A 
SC+460  TO  SC  S 
:NEXT  A 

I  TO  1500: IPS 
XT  I 


2, 0, 0: SETCO 
2) «256-1024 
:POKE  CH+I, 


4, 24, 24, 24 

34, 28, 0 

4, 255. 34, 3^ 

4, 12b' 

4,2,1 

92, 64, 63 

«256 

LOR  2,3,8 


KE  A,  1  1  : NEX 
9  STEP  20:P 
60  STEP  -1: 
TEP  -20:POK 
T  R  I  B  (  0  )  =  1  T 


DXSPLRV  XN5TRUCTIOK5 


52, 1 : GRAPHICS  0:SETCOLOR 

SETCOLDR  1,0,6 

ON  2, 1 : PRINT  " 

d,  and  rainy  n 

"and  you  have 

"  : PRINT  "grave 


1  130 
1  140 
1  150 

1  160 
1  170 
1  175 

1  1S0 
1  190 

1210 

1212 
1215 
1220 

12  3  0 

1  240 
1  250 


It  is  a  d  ar 
i  g  h  t  ,  " 

ch  osen  to  c 
yard  to  rea 


1260 
1280 
12  90 


1300 

1310 
1320 
1330 


1340 

13  60 
1370 
13  80 


1390 


1395 

1400 

14  10 


1420 


1430 
1440 
145  0 
1460 


PR 
s 

PR 
1 

PR 

to 

o 
R 


I  NT  "  tDOWN 
t  or  m  and  t 
INT  "grave 
it  up " 
INT  "by  li 
OWNJ If  you 
n  e  " 

INT  "you  w 
htning. " 
INT  "-[DOWN 
k  in  port 
INT  "Use  t 
u  i  cl:  look" 
ard.  " 

INT  " tDQWN 

your  5cor 

INT  "{2  DO 

f  difficul 

0  spaces:! 

SITION  11+ 

1  G  H  T  3  "  ;  :  G  D 
STRIG  <0)  = 

STICK  (0)  :  I 
A=7  THEN 


J  The 

he" 

yard 

gh  t  n 
bum 

1  1  1 

JSte 
#1  .  " 
he  f 

:  PRI 

J  Ear 

e  .  " 

wn;  < 

TV"  : 

X  *2  , 
SUB 
0  TH 
F  A  = 
X  =  X  + 


re  IB  a  violent 

15  momentarily 

1 ng.  ": PRINT  " 
p  into  a  graves 

be  hit  by  the  1 

er  with  a  Joyst 

irebLitton  -for  a 
NT  "at  the  grav 

h  look  will   low 

5  SPACES>DEGREE 
SCORE=0: PRINT  " 
4  5" : X=0 

20:PRINT  " 

5000 

EN  1  2  5  £1 

15  THEN  1212 

3  :  IF  X  >4  THEN  X 


A=ll   THEN  X=X-1:IF   X<0  THEN 


N 

F 
T 
T 
F 

L! 

Z  = 

z  = 

1-- 

Z-- 


O  12  10 
X  +  1  GO 
470: GR 

60SUB 
NT  1*6; 
SETCQL 

Id  »:•>=<: 

T=l  T 

NT  «6; 
RINT  » 
T  #6 
ITION 

R=l  T 

T=l  T 
NT  tt6; 
RINT  it 
T  #6; 

tt6;  " 
ITION 
ION  7, 

R=  1   T 

T=l  T 
NT  #6; 
RINT  ** 
T  #6;  " 

*»6;  "* 
NT  #6; 
;  "  <  6  S 
SPACES 
SPACES 
SPACES 
NT  #6j; 
CLEARJ 
T  T 

T=l  T 
LOR  4, 


SUB  1430,1440,1450,146 
APHICS  17:PDKE  756, CH/ 

1280:6OSUEi  1280 

CCLEAR: " : SETCOLOR  4,0 
OR  0,0,0: GOTO  1500 


0  3 

" {CLEAR 
6  ;  "  *  4  "  : 
*S<**" 

1  1  ,  3  :  P  R 
D  20:NE 
0  3 

"  {CLEAR 
b;  "t«"  : 
*&«*"  : P 
« ■/. «  " 
7, 4: PRI 
5: PRINT 
O  20:NE 
0  9 

{CLEAR 
6  ;  "  S  * 
$&**": P 

{7  SPA 
PACES] * 
3  «*"  : PR 
>**":PR 


J": POSITION  13, 
POSITION  1 1 , 2: P 

INT  #6;  "*■/.*" 
XT  R: NEXT  T 

V":  POSITION  13, 
POSIT  ION  1  1  , 2: P 
OSITION  10, 3: PR 

NT  #6;  "«S<*$"  :  PO 

tt6;  "*7.*" 
XT  R:NEXT  T 

>":POSITION  13, 
PDSI TIQN  1  1 , 2:  P 
OSITION  10, 3: PR 

CES  }*?<**"  :  PRINT 
*■/.*"  :  PRINT  «6;  " 
INT  #6; " 
INT  #6; " 


spaces: *": PRINT  »6 


0  9:SET 
0,6: SET 


L=15  TO  0  ST 
L:FDR  J=l  TO 
ETURN 

5: CU=SC+470: D 
0: CU=SC+474: D 
10: CU=SC+464: 
30: CU=SC+477: 


COLOR  4, 10, 6: SE 
COLOR  4,0,0:NEX 

EP  -1 : SOUND  0, 1 
50:NEXT  J:NEXT 

F=0, 2: RETURN 
F=0, 25: RETURN 
DF=0. 3: RETURN 
DF=0. 35: RETURN 


74    COMPUTE!     November  1983 


Boy,  have  you  taken 
a  wrong  turn.  C)ne  moment 
you're  gathering  treasure 
and  the  next  you're  being 
eyed  like  a  side  of  beef. 

You're  in  the  Gateway 
to  Apshair  The  new  cart- 
ridge version  of  the  Computer  Game  of  the  Year,* 
Temple  of  Apshail" 

^ateway  has  eight  levels.  And  over  400  dark, 
nasty  chambers  to  explore.  And  because  it's  joy- 
stick controlled,  you'll  have  to  move  faster  than  ever. 
But  first  you'll  have  to  consider  your  strategy. 


Is  it  treasure  you're  after?  Or  glory?  You'll 
live  longer  if  you're  greedy,  but  slaying  mon- 
sters racks  up  a  higher  score. 

The  Apshai  series  is  the  standard  by 
which  all  other  adventure  games  are  judged. 
And  novices  will  not  survive. 

They'll  be  eaten. 
One  player;  Temple  of  Apshai,  disk/cassette; 
Gateway  to  Apshai,  cartridge,  joystick  control 


EDYX 


ticoMPuwnanmus 

STRAneYGAMiS  fOU  TMCKnOH-CAMi  PiAYHL 


P" 

^^^^^^^B 

■ 

^^'.-.^'I'lPiiffr- 1 

G«HewojfteApjt«ii 

mmm    ^. 

*Game  Manufacturers  Association,  1981 


1470 
1490 
1500 
1510 
1520 
1530 

1540 


1550 

1  555 
1560 

1565 
1570 
1580 
1590 
1600 
1610 

1620 

1630 
1990 
2000 


20  10 
2020 

2030 


10^0 
?490 

1500 


10 


3990 
4  gl 0  ei 
4010 


5000 


Z  =  l 

REM 

FOR 

X  =  S 

POK 

POK 

U-1 

FOR 

XT 

SC, 

POK 

RE  + 

REM 

POK 

10 

IF 

A  =  S, 

DR  = 

IF 

IF 

POK 

1  T 

IF 

O  1 

SCO 

REM 

POK 

:  SE 

INT 

POS 

.   C 

FOR 

5,  1 

T  4,^ 

FDR 

HEN 

<2 

GOT 

REM 

POK 

:  SE 

INT 

CSC 

POS 

E  I 

#6; 

REM 

SCO 

FDR 

R  D 

,0: 

FOR 


60: CU=SC+460: DF=0. 4: RETURN 

K  =  1  T  D  Z 
C+INT (R 
E  X,  1  :  N 

E  CU-20 

T  =  SC  T 
T:FOR  T 
0:NEXT 
E  CU,66 
INT (SCO 

l--J:I<IH:T! 
E  CU.66 


ND ( 1 ) *400) +60 

EXT  K 

,0:POKE  CU+ 1,0: POKE 

0  SC+19: POKE  T, 131 : 
=SC+20  TO  SC+79:P0K 
T:POKE  SC+10,0 
:GDSUB  4000:SCDRE=S 
RE/ 10) 

:EaSUB  5000: IF  CU=S 

00 

)=0  THEN  GDSUB  4000 

: IF  A=15  THEN  1565 

=14  THEN  DR=-20 

N  DR=  1 

EN  DR=-1 

CU=CU+DR:IF  PEEK(CU 

0 

)=3  THEN  CU=CU-DR:G 


NE 

E 

CO 


c  + 


THEN  25 
STRIB (0 
T  I  C  K  <  0  ) 
20: IF  A 
A=7  THE 
A=ll  TH 
E  CU,0: 
HEN  200 
PEEK  (.CU 
560 
RE=SCDR 

E  756.2 
TCOLOR 

#6;  "R. 
I T ION  1 
HARLIE ! 

T=l  TO 
S  :  P  R  I  N  T 
b;  ••  iA     S 

I  =  gl  T  D 

NEXT  I 
DDWN3  60 
D  10  9  5 


THROUGH  THE  GHT 


E+10:GOTO  1560 

24:PRINT  #6; "{CLEAR: 
0. 0. 6: POSITION  7.7: 
I.P":GQSUB  1420 
,  16: PR  I  NT  «6;  "TOO  B 

500:NEXT  T:POSITIO 

#6;  "PRESS  FIRE"  :  PR 

paces: TO  PLAY  AGAIN 

15 £10:  IF  STRIG(l?l)=l 

:PRINT  "{CLEAR] 

ODBYE  CHARLIE !": END 


)  = 
OT 

i 

PR 

AD 

N 
IN 


E  756, 224: PRINT  #6 ; " { CLE AR > " 
TCDLDR  0,  2,  6: POSIT  ION  0,2:PR 
tt6;"{4  SPACES>SCORE  =  ";INT 
ORE*DF) « 1 0 

IT  ION  2.  10:  PR  INT  tt6;"YDU  MAD 
T  HOME" : POSITION  3,12:PRINT 
"SAFE,  CHARLIE  I  ":  GOTO  2020 


FLR3H  THE  LXGHTHXN 


RE=SCORE -INT (SCORE/ 10) 

T=l  TD  4:SETCOLOR  0,14,6:FO 
=1  TD  40:NEXT  D:SETCOLOR  0.0 
NEXT  T:EDSUB  1410:RETURN 
DD=1  TD  40:NEXT  DD:RETURN 


Program  3:  Goodbye  Charlie  -  64  Version 

1  POKE  53281, 12:POKE53280, 13 

5  CL=54272 

6  PRINT" (CLR}" 

7  PRINT  TAB(10)"[10  D0WN][BLK]  GOODBYE  CH 
ARLIE" 

10  FORA=1024TOI063:POKEA,43:POKEA+CL,1:NE 

XT 
15  FORA=1063TO2023STEP40  : POKEA, 43 :POKEA+ 

CL,1:NEXT 
25  FORA=2023TO1984STEP-1 : POKEA, 43 : POKEA+C 

L,1:NEXT 
30  FORA=1984TO1024STEP-40 : POKEA, 43 : POKEA+ 

CL,1:NEXT 
32  FORI=1TO2800:NEXT 

34  POKE  53281, 0:POKE53280,0 

35  PRINT"{CYN} {CLR} [2  DOWN] (3  SPACESllT  I 

76    COMPUTE!     November  1983 


1.  :■■■••;,,■ 


I 


I     I 


I  I 


■li  . 


^      I 


.  ii 
'    'I 

I     I 


II 


I        I 


64  version  of  "Goodbye  Charlie!" 


S  A  DARK, COLD  AND  RAINY  NIGHT. 
36  PRINT" {3  SPACES] (down] YOU  HAVE  CHOSEN 

{SPACE} TO  CROSS  A  GRAVEYARD  {DOWN)"; 
3  7  PRINT "TO  REACH  HOME,  BUT"; 

38  PRINT" {RIGHT}THERE  IS  A  VIOLENT { DOWN } " 
: PRINT "STORM  AND  THE  GRAVE"; 

39  PRINTTAB(2) "YARD  IS  MOMENTARILY E DOWN] 
{3  SPACES] LIT  UP  "; 

40  PRINT"BY  LIGHTNING. 

42  PRINT" {4  SPACES} {DOWN] IF  YOU  BUMP  INTO 
A{2  SPACES] GRAVESTONE  YOU {DOWN] 
{2  SPACES] WILL  BE  HIT  BY  THE  LIGHTNING 

II 

PR1NT"{3  D0WN]B53{12  SPACES ] DIRECTIO 

NS?  Y/N" 

GETA5 : IFA5=" "THEN45 

IFA?="N"THEN90 

PRINT" {CLR] {2  DOWN]" 

PRINT" {2  DOWN }E 53 {4  SPACES} STEER  WIT 

H  JOYSTICK  IN  PORT  2. 


44 

45 
46 
48 
50 

65 

70 

72 
75 

80 

85 
90 

91 

92 
93 
94 
95 
96 
97 
98 

100 
105 
110 
115 
120 
125 
130 


3  DOWN] {4  SPACES] YOU  CAN  PRESS 
THE  (wHT]FIRE  BUTTONg53"; 
RIGHT] FOR [7  SPACES }£ DOWN ] A  QUIC 


PRINT" I 

{space: 

PRINT" I 

K"? 

PRINT"  LOOK  AT  THE  GRAVEYARD,  BUT" 

PRINT" {down} {4  SPACES] EACH  LOOK  WILL  L 

OWER  YOUR  SCORE. 

PRINT"{2  D0WN]{WHT}{6  SPACES}PRESS 

{RVS} RETURN (off)  TO  CONTINUE 

GETA5:IFA$<>CHR? ( I3)THEN85 

PRINT" {WHT] {CLR] {3  DOWN] {8  SPACES ]DEGR 

EE  OF  DIFFICULTY?" :SC=0:C=30720 

PRINTTAB(12)"{2  D0WN]{YEL]1  {PUR]2 

B633  g734  {CYN]5" 

GETA? : IFA$  < " 1 "0RA5  > " 5 "THEN92 

IF  A$="1"THENZ=5  5 :CU=2012:DF=. 2 

IF  A5="2 "THENZ=80 : CU=2016 :DF= .25 

IF  A?="3 "THENZ=110 : CU=2006 : DF= . 3 

IF  A$="4"THENZ=130:CU=2019:DF=.3  5 

IF  A$="5"THENZ=160:CU=2  00  2:DF=.4 

GOSUB200 : GOSUB5000 : GOSUB200 : GOSUB5000 : 

PRINT" { CLR] " :GOTO410 

PRINT" {CLR}" 

PRINTTAB{25)"NN" 

PRINTTAB(23 )"NZNN" 

PRINTTAB : 22 ) "NNMN" 

PRINTTABU9)  "NZNN" 

PRINTTAB ; IS ) "NNMN" 

PRINTTAB ( 17 )"NN" 


f^^'i 


You'll  never  make 
Grand  Prix  champion  just 
driving  in  circles. 

You've  got  to  stop 
sometime.  The  question  is 
when.  Right  now  you're 
in  the  lead.  But  the  faster 
you  go,  the  more  gas  you  consume.  And  the 
quicker  your  tires  wear  down. 

If  you  do  pull  into  the  pits,  though,  you  lose 
precious  seconds.  So  it's  up  to  you  to  make  sure  the 
pit  CTew  is  quick  with  those  tires.  And  careful  with 
that  gas.  Otherwise,  poof!  you're  out  of  the  race. 


So  what'll  it  be,  Mario?  Think  your  tires 
will  hold  up  for  another  lap?  Or  should  you 
play  it  safe  and  go  get  some  new  ones? 

Think  it  over.  Because  Pitstop"  is  the 
one  and  only  road  race  game  where  winning 
is  more  than  just  driving.  It's  the  pits. 

Goggles  not  included. 

Om  or  two  players;  6  racecourses, 

joystick  control. 


smffsercAMts  for  THtAcnoH-cmi  ptxriR. 


135  PRINTTAB( 16) "NN" 
140  PRINTTAB(16) "Z^ 

145  PRINTTAB(15) -N" 

146  PRINT" {CLRJ ": RETURN 

148  PRINT" {CLR} "jPRINTTASCaS) "NN" 

150  PRINTTAB(23) "NZNN" 

152  PRIHTTAB (22)" NNMN " 

155  PRINTTAB(19) "NZNN" 

160  PRINTTAB(19)"NMN" 

162  RETURN 

165  PRINT" ICLR] " :  PRINTTAB( 25 ) "NN" 

170  PRINTTAB(23) "NZNN" 

175  PRINTTAB (23) " NMN " 

178  RETURN 

180  PRINT" (WHT]" 

200  PRINT" iwHT) ":F0RT=1T03 ;GOSUB165 : FORR= 

1TO30:NEXTR,T 
205  FORT=lTO3:GOSUBl4a:FORR=lTO30:NEXTR,T 
210  FORT=1TO9:GOSUB100:NEXT 
222  POKE649,l 

225  FORT=LT09;POKE53281,3:POKE  53281,1 
227  POKE53281,0:NEXT 
230  REM  MAKE  SOME  NOISE 
235  REM  KILL  SOME  NOISE 
238  RETURN 
410  FORK=lTOZ 

415  X=INT(RND(1)*880)+1144 
420  POKEX,97:POKEX+CL,0:NEXT 
425  POKECU, 15 : POKECU+CL, 1 ; POKECU-40 , 32  r PO 

KECU+1 , 40: POKECU-1 , 40 
430  FORT=1024TO1 184 : POKET, 32 :NEXT 
43  5  FORT=1024TO1062: POKET, 35:POKET+CL, 3 :N 

EXT 
440  POKE1044,32 
442  GOSUBS00:SC=SC+(INT(SC/10)) 

445  IF  PEEK( 56320 )=127  THEN  445 

446  IFPEEK(1044)=15THEN700 

447  P0KE649,1 

450  IF  (PEEK(56320)AND1 )=0  THEN500 

455  IF  (PEEK{56320)AND4)=0  THEN520 

460  IP  (PEEK(56320)AND8)=0  THEN540 

465  IF  (PEEK(56320)AND2)=0  THEN560 

470  IF(PEEK(56320)AND16 )=0THENGOSUB800 

47  5  GOT0445 

500  IFPEEK(CU-40)=97THEN600 

505  IFPEEK(CU-40)=35THENCU=CU+40 

515  POKECU, 32 :CU=CU-40: POKECU+CL, 1 : POKECU 

,15: S=CS+1 0 : GOT0445 
520  IFPEEK(CU-1)=97THEN600 
52  5  POKECU, 3  2 : CU=CU-1 : POKECU+CL, 1 : POKECU, 

15:SC=SC+10:GOTO445 
540  IFPEEK(CU+1)=97THEN600 
545  POKECU, 32 :CU=CU+1: POKECU+CL, 1: POKECU, 

1 5 : SC=SC+1 0 : G0T0445 
560  IFPEEK(CU+40)=97THEN600 
565  POKECU, 32 :CU=CU+40: POKECU+CL, 1 : POKECU 

, 15:SC=SC-10:GOTO445 
600  PRINT" {CLR) [2  DOWN] El  3" 
605  PRINTTAB ( 15 )" [4  DOWN) R.I. P. 
610  GOSUB230 
615  PRINTTAB(ll) "(PUR) {8  DOWN] TOO  BAD  CHA 

RLIEl 1" 
620  FORT=1TO2500; NEXT: PRINT" {2  DOWN) 

{11  RIGHT] ANOTHER  GAME?  Y/N" 
625  GETA?: IFA5=""THEN625 
628  IFA$<>"Y"ANDA$<>"N"THEN625 
630  IFA$="Y"THEN90 
640  PRINT" (CLR)" 

645  PRINTTAB (13) "{3  DOWN] GOODBYE  CHARLIE" 
650  END 
700  PRINT"{CLR] (2  DOWN ]SCORE="; INT (SC*DF) 

*10 
710  POKE53281,12:PRINT"{7  DOWN] {12  RIGHT) 

YOU  MADE  IT  HOME 


720  PRINT:PRINT"{13  RIGHT]SAFE  CHARLIEI 
730  FORT=lTO25a0:NEXT:PRINT"{4  DOWN] 

{13  RIGHT] NEW  GAME?  Y/N" 
735  GETA$  : IFA$=" "THEN735 
740  IFA$="Y"THENPOKE53281,0:GOTO90 
745  GOTO640 

800  SC=SC-(INT(SC/10) ) 
805  F0RT=1T04 : POKE53281 , 7 : FORD=1TO70: NEXT 

D:POKE53281,0: NEXT :GOSUB225: GOTO  5000 
5000  5=13*4096+4*256 
5010  F0RT=ST0S+24: POKET, 0: NEXT 
5020  POKE  S+24,15 

5030  POKES+5, 16*1+10:POKES+6,16*5  +11 
5040  POKES+l,a0  : POKES, 80 
5050  POKES+4,129:FORT=lTO300;NEXT:POKES+4 

,128 
5060  RETURN  © 


COMPUTERIZED  GREETING  CARDS 
Special  Christmas  Card  Series 


Now  you  can  have  your  computer  send  a  personal  message  to  everyone 
on  your  Christmas  list.  These  beautiful  Christmas  Cards  and  Envelopes 
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specify  design  when  ordering 

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To  order  send  check  or 
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Samples  sent  on  request 
Phone  orders: 
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OES  IT  BETTER 


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SAIGON: 

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by  Jyym  &  Robyn  Pearson 
I  and  historic  fact  blend  to  form  one  of  the  most  truly  unique  Adventuring 
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WITH  GRAPHICS  BY  NORMAN  SAILOR 


Brought  to  you  by 


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they're  not  in  stock,  get  the  Adventures  you  want  by  catling 
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PO  Box  3435  •  Longwood.  FL  32750  •  [3051  862-691 7 

Dealer  inquiries  are  always  mvitectf 


rpzy  Climber 


Ted  Reynolds 


As  you  scale  the  side  of  a  building,  maneuvering  around 
windows,  watch  out  for  the  falling  powerpots  and  at- 
tacking birds.  Originally  written  on  the  VIC  with  joy- 
stick, versions  are  included  for  the  64  (with  joystick) 
and  the  TI-99/4A  with  Extended  BASIC. 


"Crazy  Climber"  is  a  game  requiring  manual  dex- 
terity and  judgment.  With  a  joystick,  you  control 
the  Crazy  Climber  as  he  scales  the  side  of  a  brick 
building,  avoiding  windows  and  falling  objects. 
The  higher  he  climbs,  the  higher  your  score. 

The  VIC  Version 

First,  type  in  and  save  Program  1.  Then  type  in 
Program  2  and  save  it  immediately  following  Pro- 
gram 1  on  the  same  tape.  When  Program  1  is  RUN, 
it  will  cause  Program  2  to  be  loaded  from  tape 
and  RUN  automatically. 

When  the  game  starts,  you  will  see  a  demon- 
stration of  the  Crazy  Climber  in  action.  After  this 
brief  display,  he  will  come  to  a  stop,  and  you  can 
start  play  by  pressing  the  fire  button. 

If  the  Crazy  Climber  falls,  the  game  ends  and 
your  score  is  displayed.  Simply  press  the  fire  but- 
ton to  start  another  game.  The  climber  will  fall  if 
any  contact  is  made  with  a  window.  It's  easy  going 
until  your  score  reaches  100.  At  this  point,  you'll 
have  to  contend  with  falling  flowerpots.  At  300, 
the  flowerpots  will  stop  falling,  but  you'll  have  to 
watch  out  for  birds  flying  from  the  left  side  of  the 
screen.  If  you  reach  600,  you've  made  it  to  the  top 
of  the  building,  and  you  start  at  the  bottom  of  the 
next  building. 

The  64  Version 

In  this  version,  there  are  some  major  differences 
in  play.  First,  plug  the  joystick  into  Port  1.  Hit  the 
space  bar  to  start  the  game.  Unlike  the  VIC  ver- 
sion, you  can  climb  onto  a  window  as  long  as  you 
have  some  contact  with  the  wall.  A  variety  of 
objects  are  tossed  down  at  you  -  TVs,  pianos, 
barbells,  safes  {it's  one  of  those  wild  and  crazy 
apartment  buildings)  -  and  they  come  twice  as 
fast  after  your  score  reaches  150. 

This  version  also  includes  a  high  score  feature. 
Pressing  the  space  bar  will  start  a  new  game. 

If  you'd  rather  not  type  in  the  program,  I'll 
make  a  copy  (VIC  version  only)  if  you  send  a  blank 
tape  or  disk,  SASE,  and  $3  to: 

Ted  Reynolds 

145  North  Broadway  #IS 

Tooele,  UT  84074 


H£^ 


ANNOUNCING 

A  NEW  GAME 

SO  ORIGINAL 

YOU  NEED  INSIDE  SECRETS 

JUST  TO  SURVIVE...MUCH  LESS  WIN! 

Jsioiv  In  Every  Dragon  Haw\Pac\age:  Free  Strategy  Cards. 


Great  new  game  —  great  new  way  to 
play.  You  are  the  Dragon  Hawk,  soaring 
to  attack  —  and  escape  from  —  a  host  of 
flying  monsters.  Each  time 
you  press  the  trigger  on  your  --*«B'c**' 

joystick,  the  hawk  s  wings 
flap,  lifting  you  into  position 
to  dive,  talons  extended. 

One  pounce  and  another 
phoenix  bird  or  flying  iquana  is  reduced 
to  a  mere  floating  feather.  But  if  you 
feil  to  get  above  your  enemies . . .  2;ap! 
YouVe  had  it!  And  youve  got  to  avoid 
the  massive  lightning  bolts,  too. 

Finally,  on  the  seventh  level,  you  come 


fece  to  face  with  the  dragon  himself  But 
you  won  t  be  alone. 

To  get  you  there  faster  and  make  play 
ing  Dragon  Hawk  more  fun 
than  any  Commodore  64  game 
ever,  you  11  have  help  at  your 
fingertips.  Strategy  cards  with  key 
tips  on  crucial  parts  of  the  game 
are  included  free  in  your  package. 
Get  your  claws  on  Dr^on  Hawk  right 
away.  It  s  a  thrill  so  new  and  different 
you  may  never  come  down. 

You]l  find  Dragon  Hawk  for  the  Com ' 
modore  64  with  disk  drive  at  your  local 
dealer  now,  or  write  to  UMI  direct. 


Commodore  64  is  a  trademark  of 
Commodore  Business  Machines,  Inc. 


^S^iumi 


United  Microware  Industries,  Inc. 

3503-C  Temple  Avenue 

Pomona  CA  91768    (714)594-1351 


The  12  Strangest  People 

InTheWbrid. 

I^SJ  You  may  know  them  as  students,  doctors, 
R^  office  workers,  lawyers.  But  don't  let  that  fool 
youThey  are  the  Warriors  ofRas? 

At  will,  they  can  enter  the  world  of  Ras.  A 
world  where  sorcery  is  real  and  heroics  are  commonplace. 
It  is  there  that  you'll  find  the  four  challenging  new  compu- 
ter role-playing  games:  Dunzhin.Kaiu  Wylae  and  Ziggurat 

You  can  join  them,  pitting  your  mind  and 
reflexes  against  mazes  fffled  with  creatures  that  are 
more  threatening  at  every  turn.  Turns  that  become 
more  treacherous  with  every  step.  And  with  each  triumph 
you  become  stronger,  faster,  wiser. 

Even  better,  you 
can  carry  your  experience  from 
one  game  in  the  Warriors  of  Ras 
series  to  the  next.  You  may  need 
to.  Dunzhin,  Kaiu  Wylde  and 
ZigguratdiQ.  increasingly  difficult. 

^P  So  sharpen  your 
sword  You  »f  could  become  the 
first  Level  20  Warrior  The  strongest  in  the  world. 

And  all  the  while  even  your  best  friends  may 
never  know  what's  happened  to  you.  cprap|||||Qlf '" 


■  'mor 
RAS 


Dunzhin 


'  IISH^SftC  B*KVl« 


Allgaittes  are  for  Atari  and  Commodore  64. 
DimzfnnisakoaimlabkforAppkandlBMPC 


Box  3558,  Chapel  Hill  NC  27514  800-334-5470 


The  ultimate  challengefrom  Screenplay  is  coming  Play  and 

yon  could  win  $10,000. 


The  diiiiber  is  apprQaching  an  opcji  wimioiv  in  the  VIC 
version  of  "Crazy  Climber. " 


Program  1: 

VIC  Crazy  Climber,  BASIC  Loader 

90  POKE56,28:POKE52,28:CLR 

100  FORA=7168T07432:READD:POKEA,D:NEXT 

110  PRINT"(CLR) [4  SPACES } "CHR$ ( 34 ) "CRAZYC 

L1MBER"CHR$(34) 
115  POKE631, 19:POKE632, 131 :P0KE198, 2:NEW 
120  DATA0, 247, 247, 247, 0,1 2 7, 12 7, 12 7, 0,11 9 

,119,119,0,127,127,127 
130  DATA0,247, 199, 199, 0,6  7, 99, 97, 0,247, 22 

7,193,0,65,65,99 
140  DATA0, 247, 227, 227, 0,71, 7, 15, 0,247, 247 

,247,0,127,113,113 
150  DATA0, 247, 22 7, 193, 0,65, 65, 99, 0,247, 24 

7,247,0,127, 15,15 
160  DATA64  , 1 70  ,  85  ,  42  ,  60 ,  60 ,  60  ,  24  ,  191 ,  85  ,  1 

70,213,195,195,195,231 
170  DATA0, 240, 244, 247,0, 127,127,127,0,0,0 

0  0  0  0  0 
180  DATA0, 23 '55, 247, 0,127, 127, 127, 0,240,  2 

40,247,0,127,127,127 
190  DATA0, 0,0, 0,0, 0,0, 0,0, 7, 7, 119, 0,127,1 

27,127 
200  DATA143, 13 5, 195, 22 5, 240, 0,0, 240, 25 5, 2 

55,255,255,31,95,15,31 
210  DATA0 ,247, 247, 247, 0,127, 127, 127, 0,0,0 

,23,0,31,31,31 
220  DATA0, 7, 7, 199, 0,7 1,7 1,71, 0,224, 2 24, 22 

7,0,99,99,99 
2  30  DATA0, 0,0, 240, 0,1 20, 120, 120, 0,247, 247 

,247,0,127,127,127 
240  DATA255, 25 5, 25 5, 25 5, 248, 250, 240, 248, 2 

41,2  25,195,135,15,0,0,15 
250  DATA0, 247, 247, 247,0, 127, 127, 127,0, 23, 

23,247,0,127,127,127 
260  DATA0 ,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 
270  DATA0, 240, 240, 247, 0,1 2 7, 12 7, 12 7,  2 55,  2 

55,255,255,255,255,255,255 
280  DAT A0, 0,0, 0,0,  0,0,  0,0 

Program  2:  vie  Crazy  Climber,  Main  Program 

1  BN=1:Z=1:G0T08 

2  PRINT" [home} {2  DOWN] " r BK? :ONZGOT027 , 55 

3  PRINT" [home} {2  DOWN} " ; W$ : 0NZG0TO27 , 55 
84  COMPUTE!  November  1983 


4  PRINT" [home} [2  DOWN} " ; W15 : ONZGOT027 , 55 

5  PRINTBKS :GOT066 

6  PRINTW$:GOT066 

7  PRINTW1$:G0T066 

8  FORA=828TO907 : READDr POKEA, D:NEXTA 

9  DATA169,233, 133,1, 169, 31, 133, 2, 169, 2, 13 
3,0, 162,242,160,0 

10  DATA177, 1, 160, 22, 145, 1, 198, 1, 169 

11  DATA255, 197,1, 208,  2, 198,  2,  202,  208,  235, 
198,0, 208, 229,96 

12  DATA169, 233, 133, 1, 169, 151, 133, 2, 169, 2, 
133,0, 162,242, 160,0 

13  DATA177, 1 , 160, 22 , 145 , 1 , 198, 1 , 169 

14  DATA2  55, 197, 1,208, 2 , 198, 2 , 202 , 208 , 235  , 
198,0,208,229,96 

15  P1=37151:P2=37152:LC=7922 

16  PRINT" [CLR}" : POKE3 6869, 2  55 :POKE36879,B 
:X=6:POKE36876,220:POKE3  7154, 127 

17  SN=36876:VL=36a78 

18  as(i)="(red]ecd{down} [3  left}mkl[down) 

(2  LEFT} ST [down} [2  LEFT} [ " : A$ ( 2 ) =" 
( RED ] BCG [ DOWN }  [ 3  LEFT } JKO { DOWN  j 

(3  left} uv{ down} [left} T" 

19  WS  =  "[  RED }(a@(CYN} -;*<';[  RED}  @@{a@[CYN} 
-t'i<4(RED}@@ia@@(a@" 

20  BL$="(a@ia{DOWN}  [3   left} @@ia[ down} 

[3    LEFT}@(a@[DOWN}  [3    LEFT}i3@(a'' 

21  MP$="[H0ME} [11    DOWN}" 

2  2   BK?  =  "[RED}@@@@ia@§(3ia(a@@@§ia@@g@@@" 

2  3  Wl?  =  "[RED}@@@(?ia@[CYN3-*«i«(RED}@@@? 

[CYN}<-«'*-«{RED}@@@" 
24  DN$="[22  DOWN]" 
2  5  PRINT" [down} " ; : FORA=0TO19 : PRINTBK$ : NEX 

T 
26  PRINT" (home} [2  DOWN} " :FORA=0TO3 : PRINTW 

$ : NEXT 
2  7  PRINTMP$,-TAB(X+M)  ;A$(l+M)  :  FORA=0TO100  : 

NEXT 

28  PRINTMP$;TAB(X+M)  ;  BI,$  :SYS828  :SyS868  :  PR 
INT" [home} [RVSI"  ;G 

29  P0KE36878, 5:POKE36&78,0 

30  IFM=0THENM=1:GOTO32 

31  IFM=1THENM=0:GOTO32 

32  G=G+1:IFG>=50ANDG<58THENPRINT"[HOME} 

[2  down} [rvs] [wht}   c[red}r(cyn]a[pur}z 
[grn}y  [blu}c(yel}l(wht}i{red}m[cyn}b 

(PUR}e[GRN}R" :G0T027 

33  IFG=58THEN36 

34  L=L+1 : 0NLG0T02 ,2,2,2,3,3,3,3,2,2,2,2 

35  L=0:GOTO34 

36  PR1NTMP$;TAB(X+M) ;A5(1+M) 

37  FORA=1TO1000:NEXT:Y=7 

38  PRINT" [CLR} [down} " :FORA=0TO19 :PRINTBK$ 
:NEXT 

39  PRINT" [home} [2  DOWN} ": F0RA=1T04 : PRINTW 
1$:NEXT 

40  PRINT" [home} [22  DOWN] "; BK$ ;"[ HOME} " 

41  PRINTMP$ ; LEFT? ( DN? , Y) ; TAB (X+M) ; A? ( 1+M) 

42  IF{PEEK(37151)AND32)<>0THEN42 

43  Z=2:G=0 

44  J0=-( (PEEK(P1)AND16)=0) :Jl=-( { PEEK ( PI) 
AND8)=0) 

45  J2=-( (PEEK(P1}AND4)=0) :J3=-( (PEEK(P2)A 
ND128)=0) 

46  IFG>=100ANDG<299THEN67 

47  IFG>=300ANDG<59gTHEN72 

48  IFG>=600THEN77 

49  IFPEEKC  PI ) +PEEK( P2 )=373THEN44 

50  PRINTMP$;LEFT$ (DN$,Y) ;TAB(X+M} ; BLS ; " 
(HOME} [RVS} ";SC 

51  IFJ0THENX=X-1:XL=1 : IFX<0THENX=0 


FCNi-  The  Filing.  Cataloging 
and  Maiiing  List  Program 
ttiat  does  every  tiling. 


Weii,  aimosL 


FCM,  formerly  1st  Class  Mail,  is  a  lot  more  than 
Just  the  best  mallfng  list  program  you  can  buy 
Because  along  with  being  the  most  fle^sibie 
and  easy-to-use  mailing  list  program  there  is, 
FCM  also  handles  a  number  of  other  tasks 
more  easily  than  any  other  program  of  its  kind 

You  can  use  FCM  for  anything  you'd  keep  on 
file.  Like  your  address  book,  household  bills, 
stamp  or  com  collections,  Christmas  card  list 
(know  who  sent  you  a  card  last  year),  fishing 
gear  inventory  or  medical  records. 

Or  how  about  a  list  of  important  dates  jFCM 
will  let  you  flag  them  by  name,  date  and  occa- 
sion). Or  maybe  you'd  like  to  use  FCM  for  a 
guest  list  for  a  wedding.  FCM  will  even  record 
RSVP's,  gifts  and  thank  you  notes, 

What's  more.  FCM  is  incredibly  easy  to  use. 

Special  Features 

FCM  lets  you  create  your  own  mailing  label. 
Which  means  you  can  make  your  labels  look 
tne  way  you  want  them  to.  You  can  even 
decide  to  print  right  on  the  envelope.  Of  add  a 
special  message  line  like  "Merry  Christmas"  or 
■'Attention:  Sales  Manager."  FCM  is  extremely 
flexible. 

And  speaking  of  flexible.  FCM  lets  you 
search  and  sort  in  any  of  12  different  categories. 
So  you  can  organize  mailings  any  way  you 
want:  by  state,  company  name,  zip  code  or 
whatever  you  like.  If  you're  using  FCM  to 
catalog  your  home  library,  you  might  want  to 
sort  by  title,  author  or  category.  It's  completely 
up  to  you. 

But  one  of  the  best  parts  about  FCM  is  being 
able  to  create  your  own  headings.  Because 
that  lets  you  store,  file  and  catalog  just  about 
anything  you'd  like  to  keep  tabs  on. 

The  Form  Letter  Feature* 

FCM  IS  compatible  with  many  word  processing 
programs  such  as  Screenwriter  II,  Applewriter 
l/ll/lle,  Apple  Pie.  Pie  Writer,  WordStar/Mail- 
Merge  and  Magic  Window  l/fl.  Just  a  few 
simple  commands  and  you  can  automatically 
combine  your  form  letters  with  your  mailing  list 
for  professionally  formatted  documents. 

Stop  by  your  Continental  Software  dealer. 
Or  call  us  today  to  find  out  all  about  FCM. 
No  matter  what  you're  cataloging,  from  a 
household  inventory  for  insurance  purposes  to 
a  25.000  person  mailing  list  FCM  is  the  best 
program  you  can  buy. 

It's  true,  you  still  have  to  lick  the  stamp. 

But  we're  working  on  it. 

Available  for:  Apple  ll/lle.  IBM  PC/PC  XT. 
Commodore  64,  Texas  Instruments 
Professional. 

•Available  on  most  versions. 

For  your  free  64  page  booklet,  "Vp$  for 
Buying  Software"  and  complete  product 
catalog,  please  write  Continental 
Software,  Dept.  COM,  1)223  S.  HIndry 
Avenue,  Los  Angeles,  CA  90045, 
213/417-8031,213/417-3003. 


Continental 

Software 

A  diwsion  ol  Arrays.  Inc. 


52  IFJ1THENG=G-1 :SC=SC-1 : YL=-1 : Y=Y+1 : IFY> 
7THENY=7 :G=G+1 : SC=SC+1 

53  IFJ2THENG=G+1 i SC=SC+1 : YL=1 : Y=Y-1 : IFY<0 
THENY=0:GOTO59 

54  IFJ3THENX=X+1 : XL=-1 ; IFX> 17THENX=17 

5  5  M=(255-M)AND1 :POKE36878,  5 : POKE36878 ,  0 

56  ZX=LC+X+M+(22*Y) 

57  IFPEEK ( ZX ) ORPEEK ( ZX+2 ) ORPEEK ( ZX+66 ) ORP 
EEK{ZX+68)THEN63 

58  PRINTMP$;LEFT5  (Dt!$,Y)  ;TAB{X+M)  ;A${1+M) 
:G0T044 

59  SYS828:SYS868: IFPT=lTHENPP=PP+22 :PM=PM 
+1 

60  IFBD=lTHENBP=BP+22 

61  L=L+1 : 0NLG0T02 ,2,2,2,3,3,3,3,2,2,2,2,4 
,4.4,4 

62  L=0:GOTO61 

6  3  PRINT" {HOME] [22  DOWNj " ; iPOKESN,  250 : POK 

EVL,10:FORA=1TOG 

64  L=L+ 1 : ONLGOT06 ,6,6,6,5,5,5,5,7,7,7,7,5 
,5,5,5 

65  POKESN,PEEK(SN)-1:L=0:GOTO64 

66  NEXTA: PRINT" (CLR] " :X=6 : L=0 : POKESN, 220: 
POKEVL,0: PRINT" [RVS} {WHT} SCORE: "G" 
{RED)  '■  :SC=SC-G:GOT037 

67  IPPT=1THENPM=PM+1 : 1FPM=>  20THENPT=0 : PM= 
0:POKEPP,PL 

68  IFPT=0THENPP=INT( RND( I ) *21 ) +7  724 :PT=1 : 
PL=PEEK(PP) 

69  POKEPP, PL:PP=PP+22:PL=PEEK(PP) 

70  IFPL<  >  31ANDPL<>0THENPL=0 : PP=7746 :G0T06 
3 

71  POKEPP, 9 :GOT049 

72  IFBD=1THENBH=BH+1 : IFBH>=19THENBD=0: BH= 
0:POKEBP, BL:P0KEBP-1,B1 

73  IFBD=0THENBP=INT(  RND(  1 )  *  10 )  *22-f  7  7  25  :  BD 
=1 :BL=PEEKCBP) :B1=PEEK(BP-1) 

74  POKEBP, BL:P0KEBP-1,B1:BP=BP+1:BL=PEEK( 
BP) :B1=PEEK(BP-I) 

7  5  IFBL<  >  31ANDBL<>0THENBL=0 : BP=7  746 : G0T06 

3 

76  POKEBP, 17: POKEBP-1, 16: GOT049 

77  PRINT" ( CLR] " : POKE36869 , 240 : BN=BN+1 

78  PRINT" (3  RIGHT) YOU  MADE  ITl 1" : PRINT"NO 
W  FOR  BUILDING  # " ; MID? ( STR$ ( BN) , 2 ) 

79  F0RA=1T02 500: NEXT :POKE36869, 255:GOT037 

Program  3:  crazy  cumber,  64  Version 

By  Gregg  Peele,  Assistant  Programming  Supervisor 

100   GOTO190 

110  S=5427 2 : F0RE=ST0S+28 : POKEE , 0 : NEXT 

120  P0KE54296,15  :P0KE54277,  51  :P0KE5427 

8,  252 
130  POKE  54276,  129  :  POKE  54273,  10  :  POKE 

54272,  100 
140  F0RT=1T0  200:NEXT:POKE54276,128:RETUR 

N 
1 50  S=54272 : F0RE=ST0S+28 : POKEE, 0 : NEXT 
160  P0KE54296,15  : P0KE54277 , 52  :P0KE54278 

,244 
170  POKE  54276, 17 :P0KE54272, 2: RETURN 
180  FORHG=200TO0STEP-1 : P0KE54273 , HG : NEXT 
190  POKE53281, 1 ; P0KE646, 0 :SC=0 :HS=0 
200  TI$="000000" 
210  PRINT"{CLR3"SPCC3) "ENTERING  NECESSARY 

DATA  FOR  SPRITES" 
220  PRINTSPC(a)"AND  MACHINE  LANGUAGE" 
230  PRINT" {14  DOWN) [2  RIGHT]TAKE  A  BREAK 

{SPACE] FOR  ABOUT  FOUR  MINUTES" 
240  POKE2,0:POKE191,48 


A  piano  is  about  to  fall  on  the  climber  in  the  64  version 
of  "Crazy  Climber." 


250  K=4300B:L=1024 

260  FORT=12288T013312+4*LSTEP3:POKET,239; 
POKET+1 , 239 : POKET+2 , 250 

2  70  PRINT" {home]" ;SPC(16) " [7  DOWN)"? RIGHT 

S(TI$,3) :NEXT 
280  F0RR=1T024 
290  READ  DA 
300  FORT=DA  TO  DA+5 : POKET, 32 : POKET+40, 32 ; 

POKET+80,32:POKET+120,32 
310  NEXT:PRINT"{H0ME} ";SPC(16) "{7  DOWN]"; 

RIGHT? (TI?, 3) :NEXT 
320  DATA12332, 12344, 12358,12698,12712,130 

12,13024,13038 

3  30  DATA13332, 13344, 13358, 13698, 13712, 140 

12,14024,14038 
340  DATA143 3 2, 14344, 143 58, 14698, 147 12, 150 

12,15024,15038 
3  50  D1=0:D2=128:GOSUB620:GOSUB950:D1=64:D 

2=-128:GOSUB660:GOSUB1460:POKE50688, 1 
3  60  PRINT "{ CLR]"; : SYS49152 : POKE53248 , 160 : 

SYS49517 
370  V=53248:SC=0:POKEV+21, 255 : POKEV+1 , 215 
380  V=53248 : POKEV+39 , 1 : IFPEEK ( 700 )=0THENS 

1=13;S2=15:POKE5  3  2  72,20 
390  IFSC>50ANDPEEK(V+1)>99AND( (PEEK (563  21 

) AND15 ) =14 )THENP0KEV+1 , (PEEK{V+1 ) - . 3 ) 
400  IF( ( PEEK ( 53278 )AND1)0R( PEEK (53279) AND 

1  )  =0 ) THENQ=1 : GOTO560 
410  POKE700,0 

420  IFSC>150THENPOKE50688,0 
430  SYS49152+24 
440  IFPEEK (52993) <20THENPOKE2041 , 22a+RND{ 

0 ) *4 : POKEV+40 , ( PEEK (2041 ) -2  28 ) +4 
450  POKEV+23, ( PEEK (V+23 )0R2 ) :POKEV+29, (PE 

EK(V+29)OR2) 
460  TR=ER:ER=RND(0)*320+24:IFPEEKC52993)< 

230THENER=TR 
470  IF  ER>255THENIFER-255<30THENPOKEV+16, 

(PEEK(V+16)OR2) : POKEV+2 , ER-255 
480  IF  ER<=255THENPOKEV+2,ER:POKEV+16, (PE 

EK(V+16)AND253) 
490  IF(PEEK(56321)AND15) <> 15THENPOKE2040, 

SI : POKE54296 , 5 : POKE54296 , 0 
500  IF( (PEEK(53278)ANDl)OR(PEEK(53279)AND 

1 ) =0 )THENQ=1 : GOTO560 
510  POKEV+29, (PEEK(V+29)OR2) :POKEV+23, (PE 

EK(V+23)OR2) 


86     COMPirri!     November  19B3 


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any  situation. 

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Some  of  the  features  of  the 
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logic  lines  are  switched  by 
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full  LED  status  indication 
convenient  toggle  switches 


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cnrricn  tnc 


520  IF(PEEK{56321)AND15)=15THENPOKE2040,1  1140 

1  1150 

530  IFPEEK{700)THENS1=14:S2=11  1160 
540  IF( {PEEK(53278)ANDl)OR(PEEK(53279)AND  1170 

1)=0)THENQ=1:GOTO560  1180 

550  Q=0:GOTO590  1190 

560  P0KEV+21,PEEK(V+21)AND1  1200 
570  GOSUB150:FORT=1TO100:SYS49469:POKEV+1   1210 

, (PEEK(V+1)+1)AND2  30  1220 
580  POKE54273,ABS(T-100) :NEXT:Q=0:POKE532   1230 

78,0:GOSUB110:GOSUB1360  1240 

590  POKEV+21,255:SYS49152+24  1250 
600  IF(PEEK(56321)AND15)<>15THENPOKE2040,   1260 

S2:SC=SC+1  1270 

610  GOTO380  1280 

620  11=832  1290 

630  READ  A: IF  A=256  THEN  660  1300 
640  PRINT" [home} ";SPC{16)" [7  DOWN}"; RIGHT   1310 

?(TI$,3)  1320 

650  POKE  I1,A:I1=I1+1:G0T0  630  1330 

660  FORI=0TO20                   •  1340 

670  FORJ=2TO0STEP-1  1350 
680  PRINT"[H0ME] ";SPC(16)"[7  DOWN]"; RIGHT   1360 

$(T1$,3)  1370 
690  Ml=B3  2+Dl+I*3+J:M2=832+D2+I*3+(2-J) 

700  FORK=7TO0STEP-1  1380 
710  PRINT"(H0ME} ";SPC(16) "(7  DOWNJ";RIGHT 

$(TI$,3}  1390 
720  Bl=2tK:B2=2t(7-K) 

730  V=-( (PEEK(M1)ANDB1)<>0)  1400 
740  POKEM2,PEEK(M2)OR(B2*V) 

750  NEXTK,J,I:RETURN  1410 

760  DATA  0,0,0,0,56,0,0  1420 

770  DATA  124,6,0,254,6,0,254  1430 

780  DATA  12,0,124,12,0,56,24  1440 
790  DATA  7,255,240,15,255,224,24 

800  DATA  254,0,96,254,0,192,254  1450 
810  DATA  0,0,254,0,0,254,0 

820  DATA  0,255,224,1,255,240,3  1460 

830  DATA  0,24,6,0,14,12,0  1470 

840  DATA  14,120,0,0,120,0,0  1480 
850  DATA  122,0,0,0,0,56,0 

860  DATA  48,124,6,48,254,6,24  1490 

870  DATA  254,12,24,124,12,12,56  1500 

880  DATA  24,15,255,240,7,255,224  1510 

890  DATA  0,254,0,0,254,0,0  1520 

900  DATA  254,0,0,254,0,0,254  1530 

910  DATA  0,0,254,0,1,254,0  1540 

920  DATA  3,6,0,6,3,0,124  1550 

930  DATA  1,224,120,1,224,0,0  1560 

940  DATA  0,122,0,256  1570 

950  1=14592  1580 

960  READ  A: IF  A=256  THEN  RETURN  1590 
970  PRINT"{HOME3";SPC(i6)"{7  DOWN )"; RIGHT  1600 

$(TI5,3)  1610 

980  POKE  I,A: 1=1+1 :GOTO  960  1620 

990  DATA  0,0,0,0,6,0,0  1630 

1000  DATA  28,0,0,120,0,0,252  1640 

1010  DATA  0,3,230,0,15,131,0  1650 

1020  DATA  52,1,128,127,255,248,127  1660 

1030  DATA  255,25.2,85,85,92,127,255  1670 

1040  DATA  252,68,0,20,68,0,20  1680 

1050  DATA  64,0,16,0,0,0,0  1690 

1060  DATA  0,0,0,0,0,0,0  1700 

1070  DATA  0,0,0,0,0,0,0  1710 

1080  DATA  0,255,255,224,191,255,160  1720 

1090  DATA  192,0,96,223,255,96,223  1730 

1100  DATA  255,96,223,255,108,223,255  1740 

1110  DATA  124,223,31,248,222,15,224  1750 

1120  DATA  222,15,96,223,31,96,223  1760 

1130  DATA  255,96,223,255,96,223,255  1770 

88    COMPUTE!    November  1983 


DATA  96,223,255,96,223,255,96 

DATA  128,0,32,255,255,224,224 

DATA  0,224,224,0,224,224,0 

DATA  224,255,0,0,0,0,0 

DATA  0,0,0,0,0,0,0 

DATA  0,0,0,0,0,0,16 

DATA  0,8,56,0,28,56,0 

DATA  28,255,255,255,255,255,255 

DATA  56,0,28,56,0,28,16 

DATA  0,8,0,0,0,0,0 

DATA  0,0,0,0,0,0,0 

DATA  0,0,0,0,0,0,0 

DATA  0,0,0,0,0,0,4 

DATA  0, 32, 2,0,64, 1,0 

DATA  128,0,129,0,0,66,0 

DATA  0,36,0,15,255,240,8 

DATA  0,80,8,255,16,9,255 

DATA  144,9,153,144,9,231,144 

DATA  9,189,144,9,195,144,8 

DATA  255,16,8,0,16,15,255 

DATA  240,3,0,192,3,0,192 

DATA  3,0,192,0,159,256 

POKEV+21,0 

POKE532ai , 1 : PRINTCHR? ( 147 } ; " [bLK] 

[7  DOWNJ{10  RIGHTIyOU  HAVE  FALLEN" 

PRINT" [9  RIGHT} {3  D0WN}Y0UR  SCORE  WA 

S  "rSC: IF  SC>HSTHEKHS=SC 

PRINT" [9  RIGHT} {3  DOWN} HIGH  SCORE  WA 

S  "rHS 

PRINT"? down] [7  RIGHT] [4  1NST}H0LD  FI 

RE  TO  PLAY  AGAIN" 

FORT=1TO1000 : GETA$ : POKE198 , 0 : NEXT 

P0KE2 , 0 : POKE191 , 48 

IFPEEK(V+3 ) >30THEN1430 

IFPEEK(197)=64ANDPEEK(V+3)>30THEN144 

0 

POKE50688, 1:SYS49152:P0KEV+21, 255:G0 

TO370 

1=49152 

READ  A: IF  A=256  THEN  RETURN 

PRINT" [HOME] ";SPC(16) "{7  DOWN) " ; RIGH 

T$(TI$,3) 

POKE  I, A: I=I+1:GOTO1470 

DATA  169,48,133,254,169,0,133 

DATA  253,141,252,207,141,253,207 

DATA  165,253,141,254,207,165,254 

DATA  141,255,207,173,254,207,133 

DATA  253,173,255,207,133,254,160 

DATA  0,177,253,153,0,4,200 

DATA  208,248,230,254,160,0,177 

DATA  253,153,0,5,200,208,248 

DATA  230,254,160,0,177,253,153 

DATA  0,6,200,208,248,230,254 

DATA  160,0,177,253,153,0,7 

DATA  200,192,232,208,246,173,1 

DATA  220,41,15,201,13,208,44 

DATA  24,169,40,109,254,207,141 

DATA  254,207,169,0,109,255,207 

DATA  141,255,207,56,173,254,207 

DATA  233,0,133,2,173,255,207 

DATA  233,52,5,2,144,10,169 

DATA  48,141,255,207,169,0,141 

DATA  254,207,173,1,220,41,15 

DATA  201,14,208,51,56,173,254 

DATA  207,233,40,141,254,207,173 

DATA  255,207,233,0,141,255,207 

DATA  56,173,254,207,233,0,133 

DATA  2,173,255,207,233,48,5 

DATA  2,176,17,24,173,254,207 

DATA  105,232,141,254,207,173,255 

DATA  207,105,3,141,255,207,169 


;!>iri*. 


mmm^-m 


^^f^^^^i^^il 


THIS  PRINTER 
COST JUST 

$119.95* 


:  f'-e    STiC)    "^.'t-sr  ; 


M«LII       IL-»-T- 


i=!lphacom" 


""-.'.--^--T:'r-'-'l'A't';''.' 


1780 

DATA 

216,133 

1790 

DATA 

169,10, 

1800 

DATA 

251,200 

1810 

DATA 

208,246 

1820 

DATA 

173,1,2 

1830 

DATA 

208,36, 

1840 

DATA 

240,7,1 

1850 

DATA 

176,22, 

1860 

DATA 

16,141, 

1870 

DATA 

105,0,1 

1880 

DATA 

141,188 

1890 

DATA 

15,201, 

1900 

DATA 

208,41, 

1910 

DATA 

208,201 

1920 

DATA 

0,208,2 

1930 

DATA 

173,16, 

1940 

DATA 

208,169 

1950 

DATA 

76,24,1 

1960 

DATA 

254,207 

1970 

DATA 

109,255 

1980 

DATA 

173,254 

1990 

DATA 

173,255 

2000 

DATA 

144,10, 

2010 

DATA 

169,0,1 

2020 

DATA 

192,120 

2030 

DATA 

169,193 

2040 

DATA 

165,161 

2050 

DATA 

165,161 

2060 

DATA 

169,0,1 

2070 

DATA 

207,173 

2080 

DATA 

173,0,1 

2090 

DATA 

207,173 

2100 

DATA 

76,49,2 

,252,169,0,133,251 

160,0,162,4,145 

,208,251,230,252,202 

,169,0,141,33,208 

20,41,15,201,7 

173, 16, 208,41, 1 

73,0,208,201,60 

24,173,0,208,105 

0,208,173,16,208 

41,16,208,169,1 

,2,173,1,220,41 

11,208,36,173,16 

1,208,7, 173,0 

,32,144,22,56,173 

33,16,141,0,208 

208,233,0,141,16 

,1,141,188,2,96 

92,24,169,40,109 

,141,254,207,169,0 

,207,141,255,207,56 

,207,233,0,133,2 

,207,233, 52, 5,  2 

169,48,141,255,207 

41,254,207,76,24 

,169,122,141,20,3 

,141,21,3,88,96 

,166,161,142,0,207 

,205,0,207,240,5 

41,1,207,238,1 

,1,207,141,3,208 

98,208,9,238,1 

,1,207,141,3,208 

34,256 


Program  4:  Crazy  Climber 

Extended  BASIC  Version  by  Pat  Parnsh, 

Supervisor 

100  DIM  D(7),E(7),6(4) 

110  GOTO  140 

120  REM  RANDOMLY  PICK 

T  SINISTER  MAN 
130  V=INT (RND*8) : :  CAL 

1  )  :  :  CALL  SPRITE (# 

+  1  , E  <V)  «8+l  )  :  :  R  =  - 

RETURN 


ForTheTI-99/4A 

Programming 

, C* ( 4) 

WINDOW  St  PRIN 

L  DELSPRITE(# 
4, 96, 2, D (V) »8 
1  :  :  Q  =  -i  :  : 


140 

150 
160 
170 
180 


190 


200 


210 

220 
230 


240 


250 


260 


HS  =  0  ; 
6DSUB 
GDSUB 
GDSUB 
T  =  0  :  : 
=  0  :  : 


:  RANDOMIZE 
480 


790 

670 
U=. 1  ; :  Q=0 

B=l 12  : ;   Z=-; 
:  C0L=15 
CALL  SPRITE(tt2 
8+1  ) 

IF  R  THEN  CALL  SPR 
RND*5) ) , INT(RND*14 
8+1, EfV)*B+l, 15,0) 
:  R=0  : :  CALL  DELS 
IF  (RND<U) « (R=0) * ( 
B  130 

CALL  KEY(0,K,ST) 
IF  K=69  THEN  RDW=R 
0W=-13THEN  R0W=23 
: :  U=U+SGN ( 1~U) /20 
ELSE  280 

IF  K=a3  THEN  CaL=C 
»2  : :  GOTO  280 
IF  K=68  THEN  COL=C 
) «2  : :  GOTO  280 
IF  K=a8  THEN  ROW=R 


R=0  : :  SC 
R0W=13  : 


B, 2, R0Wt8+i , COL* 


ITE  <#1 , G  t INT ( 
) +3, (D (V) +4) « 
: :  SC=SC+10  : 
PRITE (#4) 
Q=0)THEN  GQSU 


OW-1   ::   IF   (R 
: :   SC=SC+100 
: :   GOTO  280 

OL-SGN (COL-2) 

OL+SGN (26-COL 

OW+1  : :  IF  <R 


TI-99/4A  Version  Notes 

Pat  Parnsh,  Progromming  Supeivisor 

In  the  TI-99/4A  version  of  this  game  (written 
in  Extended  BASIC),  you  are  the  Crazy 
Climber,  scrambling  up  the  face  of  a  building 
while  avoiding  numerous  objects  (piano,  iron, 
broom,  safe,  barbells)  tossed  from  the  win- 
dows above.  These  objects  are  actually  hurled 
down  upon  you  by  a  relentless,  sinister  fellow 
who  appears  just  briefly  before  throwing 
each  object.  If  you  are  quick,  vou  can  dodge 
these  oncoming  objects.  No  one  knows  why 
he  throws  things;  it's  a  quirk.  Be  ready  to 
meet  the  challenge.  For  as  the  game  progress- 
es, the  villain  strikes  with  greater  frequency. 

In  this  game,  you  move  the  Crazy 
Climber  over  a  stationary  building  with  the 
E,  S,  D,  and  X  keys.  The  screen  will  wrap 
around  when  you  reach  the  top  or  bottom.  A 
hundred  points  are  awarded  for  crossing  the 
top  of  the  screen,  while  an  equal  number  are 
deducted  for  crossing  the  bottom.  In  addi- 
tion, ten  points  are  given  for  each  falling 
object  that  you  avoid. 

The  game  ends  when  you  are  hit  by  a 
falling  object  or  are  pushed  from  a  window 
by  the  villain.  Thus,  you  are  allowed  to  climb 
over  windows  in  this  version,  but  you're 
taking  a  chance.  If  the  villain  emerges  while 
you  are  in  a  window,  it's  curtains  for  vou. 
(You'll  be  reheved  to  discover  that  the  Crazy 
Climber  carries  a  parachute.) 

One  line  in  this  program  requires  that 
you  have  a  TI  Speech  Synthesizer  connected 
to  your  TI-99/4A.  If  vou  don't  have  this  peri- 
pheral, remove  the  CALL  SAY("UHOH") 
statement  in  line  320. 


270 
280 


290 


300 


310 


320 


330 
340 


0W=24)THEN  ROW=0  ;: 

:  BDTQ  280  ELSE  280 

GOTO  290 

B=22B~B  ; ;   Z=197~Z  : 

IE  <#2, B,  2 

LL  SOUND ( 10, Z , 2) 


SC=SC-100 


CALL 


SPRI 
:  CA 


IF  CI  THEN 


CALL  CGINC  CALL, CI  )  I 

320 
CALL  P0SITI0N(#1 , XROW, XCOL) 
F  XROW<180  THEN  200 


GOT 


CALL  DELSPRITE (#1 ) : :  Q=0 

0  200 

T=l  ; ;  V=2  ::  CALL  DELSPRITE(#1 

)::  CALL  SAY ( "UHOH" ) ; :  REM  REMO 

VE  "CALL  SAY"  IF  W/OUT  SPEECH  S 

YNTHESIZER 

IF  TP  THEN  T=40 

CALL  SPRITE(#2,  10B, 2, R0W«B  +  1, CO 

L«B+1 , 25, 0) : !  FOR  1=1  TO  95  ii 

NEXT  I  :;  CALL  MOTI DN < #2, 10, 0) 


90    COMPUTE!    November  1983 


AARDVARK 


PRESENTS. 


sraig 


lOUT  QUESTION.  ABSOLUTELY 

;RCADE  STYLE  GAME 

i/Aii  ARI.E.  THAT  WE  KNOW  OF. 


DUNGEONS  OF  DEATH. .  .A  serious  0  &  D  type  game 

(oryouuptoeplayefsatalime  Vouaelacfloieeof  race    , 
and  character,  on  screen  mapping  ol  Ihemaze.achancSi'^ 
to  grow  from  game  lo  game,  and  a  15  page  manual. 
Roqifires  extended  basic  on  TRS-aoc  4 

AVAILABLE  ON;  TRS-»0C(16K  I,  CMO  64.  VIC  20(13K),  1 
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FAST  AND  FURIOUS.  You  become  the  wizard  fighting  off 
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you  good  enough  to  keep  up  as  the  difficulty  increases 
wave  after  wave.  Hours  of  challenging  fun.  This  is  one 
game  you  may  never  completely  master. 

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m% 


PYRAMID^.  Our  toughesland  most  ijilfiguorng 
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AARDVARK  ^Ocoh  Sa^iHt^aw 

IS  AVAILABLE  AT  SOFTWARE  RETAILERS  EVERYWHERE.  tF  YOUR  LOCAL 
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EXTENDED  BASIC  REQUIRED  ON  Tl 
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Quest  is  also  available  oit  TRS-BQC  as  a  3ZKe»lra  memory,  extra  tun  adyenlure.lt'aa  little  mofedifficull. 
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TO  ORDER:  SEND  AMOUNT  INDICATED  PLUS  S2.00  SHIPPING,  PER  ORDER.  If^CLUDE  STOCK  NUMBER,  QUANTITY  DESIRED  AND  YOUR 
PREFERENCE  OF  TAPE  OR  DISK.  BE  SURE  TO  INDICATE  TYPE  OFSYSTEM,  AMOUNT  OF  MEMORY,  ETC.  WHEN  USING  CHARGE  CARD  TO 
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CHARGE  CARDS 
WELCOME 


1-800-624-4327 


PHONE  ORDERS  ACCEPTED 
8:00  A.M.  TO  8:00  P.M.  E.S.T.  MON-FRI 


AARDVARK  /^Ocoh^  Sf^^Ceo^ane 

2352  S.  COMMERCE  RD.    WALLED  LAKE,  Ml  48088     313/669-3110 


Tl  version  of  "Crazy  Climber. 


350  CALL  SOUND (-50, -7, 2)  !  :  CALL  SPR 

ITE(#3, 104, 16,  <R0W+2) #a+l,CaL*8 

+1 ,10,0) 
360  CALL  SOUND  (80,  5000--T«40,  V)  J  ;  T  = 

T+1  ! !   IF  T<65  THEN  360 
370  CALL  POSITION (#1 , DR, DC, *3, CR, CC 

)::   IF  DR>192  THEN  CALL  DELSPRI 

TE  (*1  ) 
380  IF  CR>165  THEN  CALL  DELSPRITE(# 

2, «3) : :   GOTO  400 
390  GOTO  360 
400  IF  TP  THEN  GOTO  910 
410  CALL  DELSPRITE (ALL ) : :  FOR  L= 1  T 

0  100  ::  NEXT  L  ::  CALL  CLEAR  : 

:  CALL  SCREEN(14) 
420  DISPLAY  AT ( 10, 5) : "YOUR  SCORE  i 

"  ;  SC 
430  IF  sons  THEN  HS  =  SC 
440  DISPLAY  AT  (  13, 5)  :  "HIGH  SCORE  : 

"  ;  HS 
450  DISPLAY  AT ( 16, 5) : "PLAY  ASAIN  ? 

"  ::  ACCEPT  AT ( 16 , 1 9 ) BEEP  VALID 

ATE ( "YN" ) SIZE ( 1 ) : ANB* 
460  IF  ANS*="Y"  THEN  170 
470  STOP 

480  REM  DEFINE  CUSTOM  CHAR 
490  FOR  1=120  TO  121 
500  READ  A* 
510  CALL  CHAR(I,A*) 
520  NEXT  I 
530  DATA  FF80B0B0a0a080B0, FF01 01010 

1010101 
540  CALL  MABNIFY(4)::   CALL  CHAR(100 

,  ■■  "  ) 
550  CALL  CHAR ( 1 12, "03232321273F0303 

0303060  8 100804 0  9808 08 0  00C0E 0908 

89080808080808090" ) 
560  CALL  CHAR ( 1 16, "010101000307091 1 

09010101 0101 0  10iC0C4C484E4FCC0C 

0C0C06  0 1008 102090" ) 
570  FOR  1=0  TO  4  :  :  READ  C*  (  I )  :  :  G( 

I)=124+4*I   ::   CALL  CHAR(B(I),C« 

(I) ) : :   NEXT  I 
580  DATA  2070FF70200000000000000000 

000000040EFF0E04000000000000000 

0000000 
590  DATA  000000003F3F3F3F3F3F3F3F3F 


600 


610 


620 


630 


640 


650 


660 
670 

680 


690 
700 
710 
720 

730 

740 

750 
760 

770 


780 
790 
800 

810 

S20 
830 

840 

850 
860 


870 
880 


3F303 

8F8ia 

DATA 

10101 

21010 

DATA 

00000 

00000 

DATA 

FCFB7 

00000 

CALL 

08040 

01020 

CALL 

02020 

04040 


00 
IB 
00 
00 
10 
03 
0E 
00 
00 
00 
00 
CH 
40 
20 
CH 
20 
40 


000  0000F8F8F9DAFCFSFaFBF 

0001010305091 1273F3F1212 
000C0E0F0F8FCFEFEFAF2  121 

00000F0F0F1F000000000000 
02020E0F0F0F800000000000 

000000000000000 1031E3C7C 
103060C183060C0800000000 

AR(104, "01070F1F1F151008 

202010i00a0E0F0FBFB5S081 

4040B0B000" ) 

AR(108, "0204050701010101 

600000000S04040C08080B08 

6000000000" ) 


CALL  CHAR( 
0E06070703 
2F1F030F1F 
RETURN 
CALL  COLOR 
(9,1,1):: 
CALL  CLEAR 
ROW*="x  y>:y 
yx  y  " 

R0W2*="y>;  y 
y  X  yx  " 
FOR  R0W=1 
AY  ATCROW, 
FOR  R0W=2 
AY  AT(RDW, 
FOR  R0W=3 
25  STEP  10 
L, 100, 4) : : 
FDR  R0W=19 
0  25  STEP 
COL, 100, 4) 
OW 


96, "000000000001C1C0E 
81C1F273F7FFFFFFFFF37 
3F7FFF" ) 

(12,1,1):;  CALL  COLOR 
REM  SET  UP  WALL 

: :  CALL  SCREEN (2) : : 
>;y>:yxyxy>;y>!yxy>:y>:yxyx 

xyxyxyxyxywyxyxyxyxyx 

TO  23  STEP  2  : :  DISPL 
1 ) : ROW*  : :  NEXT  ROW 
TO  24  STEP  2  : :  DISPL 
1 ) : R0W2$  : :  NEXT  ROW 
TO  6  : :  FDR  C0L=5  TO 
::  CALL  HCHAR(ROW.Ca 
NEXT  COL  : :  NEXT  ROW 
TO  22  : :  FDR  C0L=5  T 
10  : :  CALL  HCHAR(ROW, 
: :  NEXT  COL  ; :  NEXT  R 


FOR 
TO  2 

,  COL 
ROW 
CALL 
R  (9, 
E  (0) 
E  (3 
E  (6 
D  (0) 
(3)  = 
D  (6 
RETU 
REM 
CALL 
ROW* 
xyxy 
CALL 
FOR 
AY  A 
FOR 
AY  A 
CALL 
DISP 
PLAY 
SPLA 
FDR 
16  : 
CALL 
B+1  ) 


R0W=11  TO 
0  STEP  10 

,  100,  4)  :  : 


C 
1  , 
=  4 
)  = 
)  = 

=  2 
10 
)  = 
RN 
TI 
C 

>;y 

C 

RO 

T  ( 

RO 

T  ( 

C 

LA 

A 

Y 

I- 


14  : :  FDR  COL=10 
: :  CALL  HCHAR (ROW 
NEXT  COL  : :  NEXT 


CALL  COLO 


0L0R(12, 15,7) 

11) 
: :   E ( 1 ) =14  : :   E (2) =24  : : 

9  ::   E(4>=19  ::   E(5)=4  :: 

14  : :  E (7) =24 
: :   D ( 1 ) =2  : :   D (2) =2  : :   D 
::  D(4)=10  ::   D(5)=1B  :: 

18  : ;  D (7) =18 


TLE  PABE 

LEAR  ::   CALL  SCREEN(15) 
xyxyxyxyxy"  ::  R0W2*="yxy 
X  " 

OLOR (12,15,15) 
W=7  TO  23  STEP  2  ::  DISPL 
R0W,2):R0W*  ::  NEXT  ROW 
W=8  TO  24  STEP  2  ::  DISPL 
R0W,2):R0W2«  ::  NEXT  ROW 
OLOR (12, 15,7) 

Y  AT (6, 19) : "T  H  E"  : :  DIS 
T(8.17):"C  R  A  Z  Y"  ::  DI 
AT<10,i5>:"C  L  I  M  B  E  R" 
1  TO  100  : :  NEXT  I  : :  B= 1 
Z=200  ::  RDW=19  ::  C0L=6 
PRITE(tt2,B,2,R0W*8+l,C0L« 
CALL  SOUND (10. Z, 2) 


92     COMPOTi!     November  1983 


390     B=228-B  :;  Z=197-Z 
: :   FOR  1=1  TD  50 
IF  ROW>l  THEN  880 


R0W=R0W-1 
NEXT  I   : : 


900 
910 


920 


930 


940 


320 

AT  (  16,  13)  :  "U 


TP=-1   : :   GOTO 
TP=0  : :   DISPLAY 
E,S,X,D  KEYS"  ::  DISPLAY 
13): "TO  AVOID  FALLING- 
DISPLAY  AT ( 1 8, 1 3) : "OBJECTS. 
DISPLAY  AT (20, 16) 


SE 

AT ( 17, 


FOR  1=1  TO  1000  : : 
LL  DELSPRITE  (  tt2)  :  : 
END 


"GOOD  LUC 
NEXT  I  : : 
RETURN 


K  !  " 
CA 


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■  Calculate  oads  on  HURSE  RACES  with  ANY  COMPU- 
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/Each  cassette  program  has  manual  with  complete  instructions.  Postage 
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Novembet19e3    COMPUTE!    93 


ALPHA  BLAST 


Dave  Miller 


H  I  SH     SGCP-E 


55  9 


A  test  of  judgrncnt ,  speed, 

and  accuracy ,  this  game  is 

a  good  ediicatiouat  tool  for 

children  and  fun  for  adults 

Originally  written  for  the 

Atari,  versions  are  also 

included  for  the  VIC, 

TI-99/4A  (with  Extended 

BASIC),  and  Color 

Computer.  Joystick  required  (optional  for  TI 

version). 


■  c  I.I  'J  n    »    1 


E 


■^ 


R 


L 


Color  Computer  version  of  "Alpha  Blast.' 


for  the  gun  you  use  to 
shoot  the  characters. 
Memory  location  20 
is  the  timer.  You  may 
safely  remove  lines 
which  contain  onlv 
REMarks  (no  GOfOs 
will  reference  them). 
A  challenge:  See 
if  you  can  get  past  round  25. 


Program  1:  Alpha  Blast  -Atari 


This  game  is  fun  to  play  and  will  also  sharpen 
your  alphabetizing  skills.  How  many  times  do 
you  find  yourself  saying,  "Q,  R,  S,  T,  U  -  yes,  T 
comes  before  U"?  I  know  I've  often  said  it. 

The  object  of  "Alpha  Blast"  is  to  shoot  the 
four  letters  displayed  on  the  screen  in  alphabetical 
order.  Sounds  simple  enough,  but  it  isn't.  And  to 
make  it  more  difficult,  you're  being  timed.  For 
each  correct  answer  you  are  awarded  points  based 
on  the  internal  character  set  value.  Since  I  am 
using  lowercase  letter  values,  an  A  would  give 
you  97  points,  G  would  give  you  103  points,  and 
so  on.  If  you  fail  to  shoot  a  letter  in  the  correct 
order,  the  value  of  that  letter  will  be  subtracted 
from  your  score.  If  you  get  all  four  letters  right, 
you  will  advance  to  the  next  round  with  new  let- 
ters to  shoot  and  less  time  in  which  to  do  it.  If 
time  runs  out  before  you  complete  a  round,  the 
game  ends,  giving  you  a  final  score  and  the  high 
score. 

This  program  uses  a  redefined  character  set 

9i     COMPUTE!     November  1983 


100 

110 
120 
130 
140 


141 
145 

150 

165 
170 

180 

185 
190 

200 

210 


GOSUB 
GOSUB 
DIM  N 
ROUND 
GRAPH 
ETCDL 
TCOLO 
POSIT 
REM  * 
IN  1 
FDR  T 

'■  i  s>  ■■ 

T 
REM 
NT 

PDSIT 
(BB)  + 
POSIT 
TIME  = 
R  TIM 
REM  » 
N  (  1  )  = 
+  46,  N 
N  (2)  = 
+  54,  N 
N  <3)  = 


i)30:REM  TITLE  ROUTINE 
690:REM  REDEFINE  CH5ET 

(4) : HI6H=0 

=0:SCORE=0:TIME=50 

ICS  18:P0KE  75<^,  CHSET /256  :  S 

OR  2, 6, 5: SETCDLDR  0,0,10:BE 

R  1  , 9,  6:  LASTNUM  =  0 

ION  15,6:7  #6;SC0RE 

**»  USE  INVERSE  CONTROL  'F' 

ST  PRINT 

=1  TO  10:POSITIQN  2,T:?  #6; 

:PGSITION  1,T:?  tt6;"   ":NEXT 


*»**  USE  INVERSE 


FOR  PRI 


I  ON 

256 

ION 

TIM 

ER 

*** 

INT 

(  1  ) 

INT 

(2) 

INT 


10,6:7  #6;  "E3"  :  SCRN  =  PEEK 
«PEEK(B9) :R0UND=R0UND+1: 

7,0:7  »6;  "ROUND  ■';R0UND 
E-2:REM  SET  INCREMENT  FO 


RANDOM  LETTER 
(RND (0) *26) +97: 


GENERATOR 

POKE  SCRN 


(RND (0) *26) +97: POKE  SCRN 
:  IF  N  (2) =N (  1 )   THEN  200 
( RND (0) «26 ) +97: POKE  SCRN 


«b-  '-K' 


first;  the  good  news: 


■■'<^. 


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■   SfSMrleyA-Eussell 
mm!    Atari  VCS  2600 


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Elementary  Mathematics 

This  program  is  where  a  strong 
foundation  in  basic  mathematics 
begins.  Correct  responses  advance  a 
learner,  while  repeated  errors  bring 
review.  This  simple,  step'by-step 
process  with  an  animated  figure  takes 
the  viewer  through  each  stage  of  the 
learning  process. 


Advanced  Mathematics 

Mastery  of  algebra  prepares  you 
for  success  in  a  competitive  world 
by  sharpening  your  ability  to  think 
analytically,  apply  logic  and 
identify  solutions. 

Business  people  who  know  the 
connection  between  sharp  analytical 
skills  and  advancement  use  the 
program  to  brush  up  on  their 
knowledge  and  understanding 
of  algebra. 

Parents  and  teachers  enrich  a  child's 
schooling  by  allowing  gifted  learners 
to  advance  at  their  own  pace.      ^^^ 


Hands  On  BASIC  ProgrammirLg,  Language  Skills 
pfogratns.  Compu'Mach'**,  EduWare*  Fractiona. 
EduWare*  Decimals  and  Advanced  Mathematica 
programs  are  available  on  Apple  IE,  11+,  lie  and 
Franltbn  Ace.  CompU'Math'"  Fractions  and 
Compu-  Math  ™  Decimals  are  avaiJabie  on  Atan 
400  and  BOO.  Introduction  to  Counting™  ia 
available  on  Apple  11, 11+ »  He,  Franklin  Ace  and 
Atari  400  and  800. 

The  Science  of  Learnirig  is  i  division  of  EduWifc.  EduWire 
is  a  Kgiatcred  trademark  of  EduW«e  Servicca  Inc.,  in  MSA 
company.  Peachtrec  Software  a  a  regi'te"^  tndcmark  of 
Peachiree  Software  Incorporated,  an  MSA  company. 
Hands  On  BASIC  Progiammirg,  Compu'Maili  and 
Introduction  to  Counting  are  trademirVa  of  GduWarc 
Service!,  Inc.  Atari  is  a  trademark  of  Atari.  Inc.  Apple  ia  a 
trademark  of  Apple  Computer  Inc. 


The  smartest  way  to  learn"  p^^^sg^^ 


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Please  send  me  more  information  about  the  Learning  Center 

program.  I  am:    [^  a  prospective  dealer.  Q  an  end  user. 


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Peachtrec  Learning  Center  is  a  trademark  of  PwchlrM  Software  Incorporated,  an  MSA  company. 

„  1983  Peachtrec  Software  Incorporated,  an  MSA  company. 

3445  Peachuee  Road.  N  E  /Sih  FIcoc/ Atlanta,  Georgia  3O326/1-80O-S54-89O0 


+  206,N<3):IF  N(3)=N(2)  OR  N(3)=N  615  REM  *«**  CORRECT  ANS  ROUT  I  I^E 

<!)   THEN  210  620  L ASTNUM  =  NUM : SCORE  =  SCORE +  NUM  :  PCS  I 
220  N (4) =INT CRND (0)  «26) +97: POKE  SCRN        T  I  DM  15,6:7  #6 ; SCORE : GOTO  230 

-+214, N (4) : IF  N(4)=N(3)  OR  N(4)=N  625  REM  *»«*  TITLE  ROUTINE  FOLLOWS 

(2)   OR  N(4)=N(1)   THEN  220  630  SRAPHICS  1 7 : SCRN  =  PEEK  ( B3 )  +256  * PE 

225  REM  *«*«    SHOOTING  LOOP  FOLLOWS         EK<B9) 

226  REM  ***»    !   tt  *  7.  ARE  ALL  INVERS  640  FOR  1  =  1  TO  75 

E  650  POKE  SCRN+INT (RND <0) *4B0) , INT (RN 
230  ST  =  STICK(0)  D  (0)  «26) +33: REM  PRINT  RANDOM  LET 

240  IF  T=l  THEN  GOTO  800  TERS  FOR  INTRO 

250  IF  ST=10  THEN  POSITION  10.6:?  #6  ^^^     SOUND  0 , I +75 , 1 0 , 8 : NEXT  I 

:"B": LOCATE  6,2,NUM:eOT0  320  ^70  FOR  W= 1  TO  50: NEXT  W 

260  IF  ST  =  <?  THEN  POSITION  10,6:?  tt6;  ^"^2  POSITION  5,10:?  #6;" " 

"B":LDCATE  6  ,  1  0  ,  NUM  :  GOTO  390  :POSXTION  5,12:7  4»6;" , 

270  IF  ST=6  THEN  POSITION  10,6:7  *6; 

"3":L0CATE  1  4 ,  2 ,  NUM :  BOTO  460  <^75  REM  ***«  CHARACTER  BETWEEN  'a'   A 
280  IF  ST=5  THEN  POSITION  10,6:7  tt6;         ND  " b '   IS  A  CONTROL  M 

■■ffl'=:LOCATE  1  4  ,  1  0  ,  NUM  :  SOTO  530  ^^^     POSITION  5,11:7  #6  ;  "  al  pha  <:M>  b  i  as 
290  IF  N(l)=32  AND  N(2)=32  AND  N«3)=        t  ": SOUND  0 , 0 ,  0 ,  0 : POS I T I  ON  3,23:7 

32  AND  N(4)=32  THEN  140:REM  NEXT         ^'^l  "  FyT^f-f-f-l-h-HirMl' "  -  PFTIIPN 

ROUND  IF  ALL  LETTERS  GONE  6B5  REM  ***«  REDEFINE  CHARACTER  SET 

295  REM  *»*»   CLOCK  ROUTINE  FOLLOWS  *^'?S  CHSET=  C  PEEK  (  1  06  ) -8  )  *256  :  FOR  1=0 
300  IF  C  +  TIME<PEEK  (20)   THEN  C  =  PEEK(2        TO  1023:  POKE  CHSET+ 1  , PEEK ( 57344  + 

0):POSIT1DN  2,T-1:7  #6;"  " : POKE  I>:NEXT  I 

53279,  1  :  T  =  T- 1  :  IF  O200  THEN  POKE  700  RESTORE  740 

20,0:C  =  0  710  READ  A:  IF  A  =  -l  THEN  RETURN 

310  GOTO  230  720  FOR  J=0  TO  7: READ  B:POKE  CHSET+A 
315  REM  *»**    BULLET  ROUTINES  FOLLOW         *8+J,E:NEXT  J 

320  IF  NUM=32  THEN  GOTO  230  730  GOTO  710 

325  Y=5:N(1)=32  740  DATA  1,192,224,112,56,31,15,14,1 
330  FOR  DIR=9  TO  5  STEP  -1:P0SITI0N  2 

D1R,Y:?  #6;".":F0R  W=  1  TO  5:NEXT  750  DATA  3,12,14,15,31,56,112,224,19 
WiPOSITIDN  DIR,Y:7  #6;"   ":Y=Y-1         2 

340  SOUND  0, DIR* 10, 10, DIR  760  DATA  4,3,7,14,28,248,240,112.48 

350  NEXT  DIR  770  DATA  5,48,112,240,248,28,14,7,3 

370  SOUND  0,0,0,0  780  DATA  6,126,126,126,126,126,126,1 
380  GOTO  590  26,126 

390  IF  NUM=32  THEN  GOTO  230  790  DATA  -X 

395  Y=7:N(2)=32  795  REM  ««**  END  OF  GAME  ROUTINE 

400  FOR  DIR=9  TO  5  STEP  -1:PDSITI0N  ^^^     ^  #6 ; " { CLE AR J " : SETCOLOR  4,6,0 

DIR,Y:7  #6:".":F0R  W= 1  TO  5=NEXT  ^^^  ^^^  ^=80  TO  250:SaUND  2,S,10,a:N 
W:POSITION  DIR.Y:?  #6;"  ":Y  =  Y+1         ^'^^  ^"^  4*6;"'C5  SPACES  J  gEmll   oCSeE 
410  SOUND  0, DIR*10. 10. DIR 

420  NEXT  DIR  ^"^^     "^     #6:7  #6:?  #6;"{;3  SPACES>score 
440  SOUND  0,0,0,0  "3*  ";SCORE:IF  SCORE>HIGH  THEN  H 

450  GOTO  590  I6H=SCDRE 

460  IF  NUM  =  32  THEN  GOTO  230  ^^^  '^    *^'''^     *'^5"  ^igh  score  is  ";HIGH 

465  Y  =  5:N(3)=32  ^'^^     "^  tt6:7  4»6:?  #6;"   press  EB3^  but 
470  FOR  DIR=11  TO  15:P0SITiaN  DIR.Y:        ton" 

■:'  #6;".  --FOR  W=l  TO  5:NEXT  W:POS  ^^^  SOUND  2,0,0,0:IF  STRIG(0)=0  THEN 

130 


860  GOTO  850 

Program  2:  Alpha  Blast -vie 


ITION    DIR,Y:7    #6;"     '■:Y  =  Y-1 
480    SOUND     0, DIR*10, 10, DIR 
490    NEXT    DIR 
510     SOUND     0,0,0,0 
520     GOTO    590 

530     IF    NUM  =  32    THEN    GOTO    230  I®    POKE55  ,  0  :POKE56  ,  28  :  CLR:DIMN(  3  )  ,  P(  3  )  ,  J  ( 
535    Y=7:N<4)=32  3 ) , D( 3 ) :GOSUB240 :HI=0 

540    FOR    DIR=11     TO     15:PDSITIDN    DIR,Y:  20    RO=0  :SC=0  :TT=50 

7    #6;".":FDR     W=l     TO     5:NEXT     W:PaS  30    IiA=0  :  PRINT"  [  CLR]  { DOWN}  "  ;FORT=1TO10  :  PRI 

ITION    DIR,Y:7    *6;"     ■':Y  =  Y+1  NT"  EreD  }  {  RVS  3  @{YEL]  [OFF]  1  "  :NEXT 

550    SOUND    0,DIR«10,  10,DIR  40    POKE7822  ,  31  :R0=R0+1  :  PRINT"  f  HOME)  [GRN} 
560     NEXT     DIR  I RVS } ROUND"RO?TAB( 10 ) " [RVS }SCORE"SC 

580    BOUND    0,0,0,0  50    TT=TT-2 

590     IF    LASTNUM>NUM    THEN    610: REM    CHEC  60    FORI=0TO3 

K    FOR     INCORRECT    ANSWER  70    N{  I)=INT  ( RND  ( 1 )  *26  )+129  :  IFI=0THEN100 

600    GOTO    620  80    FORJ=0TOI-1  :  IFNC  J  )=N(  I )  THEN70 

605     REM     **t*     ERROR     ROUTINE     FOLLOWS  90    NEXT 

610     SCORE  =  SCORE-NUM: POS I TION     15.6:7  100    POKEP  ( I  )  ,  N ( I )  :  NEXT 

tt6;SC0RE  110   JY=PEEK( 37151 ) +PEEK( 37152 ) 

613     FOR     W=l     TO     125:  SOUND     0,  NUM, 6,  10:  120    1PT=1THEN320 

NEXT     W:SOUND     0,0,0,0:FOR     W=l     TO  130    FORI=0TO3  :  IFJ  { I  )=jyTHENPOKE7822  ,  27  +  1 : 

500:NEXT    WiGOTO     140  NU=PEEK(P  { I)  )  :GOTO170 

98    COMPUTE!    November  1983 


*iA»ii'' 


M 


mm 


.^S^v, 


^€^" 


A  .1^ 


JU         "^ 


^^^'^ 


©19S3  MicroGraphicImage,  Vtc.   Atari  400/800  are  registered'trademarks  of  Ataii,  inc. 


Round  1  is  undenoay  in  tlw  VIC  version  of  "Alplm  Blast." 

140  NEXT:IFN(0)=32ANDN(l)=32ANDbI(2)  =  32AND 

N(3)=32THEN30 
150  IFPEEK( 162 ) >TTTHENPOKE36877, 200 : POKEl 

62,0: POKE7681+T*22 , 32 : T=T-1 :POKE36877 

,0 
160  GOTOI10 
170  IFKU=32THEN110 
180  POKE36877,200:L=7822+D(I) :F0RJ=1T04:P 

OKEL, 174 : FORW=1TO10 : NEXT : POKEL, 160 
190  L=L+D(I) :POKE36878,15-J*3:NEXT:POKEL- 

D(l),160:N(l)=32:POKE36877,0:POKE3e87 

8,15 
200  1FLA<NUTHEN2  30 
210  SC=SC-NU: PRINT" [HOME} { RVS ) {GRN) "SPC{1 

5)SC 
220  P0KE36875 , 230 :FORW=1TO250 :NEXT: POKE36 

875,0: FORW=l TO500 : NEXT : GOTO30 
230  LA=NU:SC=SC+NU: PRINT "{home} { RVS } {GRN} 

"SPC{15)SC:GOTO110 
240  PRINT" EcLR} "; : POKE36879 , 8 :POKE36877 , 0 

: POKE36878, 15 :FORI=lT075 
250  POKE7680+RND(1)*506,RND{1)*26+1 
260  POKE36874, 1+180: NEXT :POKE36874,0 

2  70  FORW=1TO50:NEXT 

280  POKE214,9:PRINT:PRINTSPC(5) "{GRN} 

" :PRINT:PRINTSPC(5) " 

II 

290  PRINTSPC(5)"{2  UP}  ALPHABLAST  " 

300  F0RI  =  7 384T07 439 : READA : POKE I , A : NEXT : FO 

R1=0TO3 : READP  Cl),J(l),D(l): NEXT 
310  POKE37154,127:PRINT"{CLR} " :POKE36869, 

2  55: RETURN 
320  PRINT" (CLR} [GRN} " : FORS=250TO129STEP-1 

: POKE36875 , S ;NEXT : POKE36875 , 0 : PRINTSP 

C{5} "{RVS]GAME  OVER" 
330  PRINT" {2  DOWN} { RVS} f 3  SPACES} SCORE  WA 

S"SC:IFSC>HITHENHI=SC 
340  PRINT" {down} {RVS}  HIGH  SCORE  IS "HI 
350  PRINT" {2  D0WN}{RVS}{2  SPACES} PRESS 

{WHT}FIRE{GRN]  BUTTON" 
360  IF(PEEK(37151)AND32)THEN360 

3  70  GOTO20 

380  DATA192,224,112,56,31,15,14,12,  12,14 

,15,31,56,112,224,192 
390  DATA3, 7, 14, 28, 248, 240, 112, 48,  48,112, 

240,248,28,14,7,3 
400  DATA126, 126, 126, 126, 126, 126, 126, 126 
410  DATA0, 0,0, 0,0, 0,0, 0,2 5 5, 25 5, 255, 255, 2 

55,255,255,255 


420  DATA7730,353,-23,7906,349,21,77  38,241 
,-21,7914,237,23 

Program  3:  Alpha  Blast -Color  Computer 

Version  by  Todd  Koumrian,  Programming  Assistant 

10     DIMft ( 156) 

20     F0RI=lT01S6:READB:fl(I)=B:NEXT 

40     CLS0;PRINT310.  "  EIiaiE"  ;  : PRINT316, 

"UIMISSi"-, 
50     FDRI=0TD4:FaRJ=0TO2*I:SET(45-I+J 

,  10+1,3)  :SET(46+I,  10+1,3)  :NEXT:N 

EXT 
60  FORI=4TO0STEP-1: FOR J =0102* I : SET ( 

45-1 +J, 15+4-1, 3): SET(46+I, 15+4-1 

, 3) : NEXT: NEXT 
70  FORI=0TO1 ; SET (42+1, 11+I,B) :SET<4 

9-I,li+I,a):SET<42+I,ia-I,S>:SET 

(49-1 , 18-1 ,8) : NEXT 
80  FORI=1034TOi044:POKEI,32:NEXT 

90     PRINT310,  "EEIECrS"  ;  :PRINT319,  "grans 
d"; 

99  SC=0:TM=9 

100  FDRI=aTD25STEP2:SET (0, I ,B) : NEXT 
: BL=10: QQ=0: F0RI=1TD4: TT ( I) =0: N 
EXT; TI=0: LM=0 

110  N  (  1 ) =RND (26) 

120  N (2) =RND (26)  :  IFN (2) =N ( 1 ) THEN  120 

130  N(3>=RND(26)  :  IFN(3)=N(  1)0RIM(3)  = 

N (2) THEN130 
140  N (4) =RND (26) : IFN(4)=N(1)0RN(4)= 

N(2)ORN(4}=N(3)THENi40 
150  F0RI  =  lT04:S(n  =  (N(I)-l)«6+l:NEX 

T; GOSUB200: G0SUB2 1 0; SOSUB220 : GQ 

SUB230 
160  R=R+1:R$=STR*(R) :F0RI=2T0LEN(R* 

) :RQ*=MID*(R*, I, 1) :PQKE1038+I,V 

AL  (RQ*) +4B: NEXT 
162  IFR/3=INT (R/3) THENTM=TM-1 
165  GDTQ300 
200  FORI=0TD5:CR(1)=A(I+S(1) >+144:N 

EXT 
205  FOR  I =0TD5: PR  I  NTS (32* I  NT (  < 1/2)  +1 

)  +  (!  AND  1 )  ) +16, CHR*  (CR  (  I )  )  ;  : NE 

XT: RETURN 
210  FaRI=0TO5: CR (  I  ) = A  (I +S  (  2 )  ) +208 1 N 

EXT 
215  FORI=0TO5:PRINT3(32«INT( (I/2)+l 

)+(!  AND  1 ) ) +28, CHR* <CR ( I ) ) ; : NE 

XT: RETURN 
2  20  FORI=0TO5: CR ( I ) =A ( I +S ( 3 ) ) +2  24: N 

EXT 
2  25  FORI=0TO5:PRINT3(32*INT( (I/2)+l 

3)+(I  AND  1 > ) +16, CHR* (CR ( I ) ) ; : N 

EXT:RETURN 
230  FQRI=0TD5:CR(1)=A(1+S(4) )+192:N 

EXT 
2  35  FORI=0TD5:  PRINTS)(32*INT(  (I/2)+l 

3)+(I  AND  1) ) +28, CHR* <CR ( I > ) ; : N 

EXT:RETURN 
300  X  =  JQYSTK.  (0)  :  Y  =  JOYSTK  (  1  ) 
310  IFX<aANDY<aTHENT=l: GOTO 37  0 
320  IFX> 55 ANDY <8THENT=2: GOT 0370 
330  IFX<BANDY>55THENT=3:GDTO370 
340  IFX  >55ANDY>55THENT  =  4: GO TO 37  0 

350  TI=TI  +  1:IF     TKTM    THEN300 

351  BL=eL-l : IFBL=0THEN1000 

352  RESET(0,2*(BL-1)+B):TI=0: SOUND  1 
, 1 : 6OTO350 

370  IFTT (T) =1THEN350 

380  FORI=0TO5: CR ( I ) =128: NEXT 


100     COMPUTE!     November  1983 


WE  INTERRUPT  THIS  AD 
TO  BRING  YOU  THIS 
IMPORTANT  PROGRAM... 

Now  you  could  add  your  program  to  the  rapidly  /*•        

expanding  list  of  MMG  Software  with  MMG's  Write 

Your  Own  Program  Contest!  Each  month  a 

program  will  be  chosen  and  developed  from  . 

the  entries  and  suggestions  sent  in  by  you  ^ 

and  best  of  all,  the  winners  will  receive 

royalties  from  the  sale  of  their  entry.  ^^ 

You  don't  have  to  be  a  computer  whiz 

to  enter,  so  see  your  local  retailer        {' 

who  carries  ATARI  products  for  I 

details.  FINAL  FLIGHT  is  only  one  of  -J 

the  many  exciting  and  useful       _j 

programs  for  the  ATARI  system! 

now  available  from  MiVIG  Micro   j 

Software  that  are  designed  ■ 

with  you  in  mind.  At  MMf  "* 

we  believe  that  people 

are  as  important  as  th^^ 

programs  they  use. 


r 


\ 


micro  software 

P.O.  Box  1 31    Marlboro.  NJ  07746 
(201)431-3472 


;85 

•.9  6 


r.9s 
[00 


4  10 


420 


4  30 


40 
000 


NM=N ( T) 
SC=SC- ( 
SC=SC+N 
ON  T  SO 
LC=1043 
IFLM>  N 
G0SUB22 
I ) =1 : NE 
F0RI  =  1T 
=4THEN1 
QQ=0: GO 
FOR  I =41 
: NEXT : F 
.1-31): 
FDRI=50 
FORI=50 
e0SUB21 
F0RI=41 
: NEXT: F 
,  60-1  )  : 
FORI=50 
FaRI=50 
G0SUB23 
TT  <T) =1 
CLS0: P 
,  "EHSS- 
NT5>1  10, 


:  I 

NM 

M  + 

SU 

:  G 

M 

5: 

XT 

04 

00 

TD 

TO 

OR 

NE 

TO 

TO 

5: 

TD 

OR 

NE 

TO 

TO 

5 

:  T 

RI 


F  LM<  NM  THEN387 

+96) : 6OTO390 

96: LM=NM 

B4  00,4  10,4  20,430 

DSUB2000 

THENBOBUB205: 6DSU 

60SUB235:FaRI=lT0 


B215: 
4:  TT  ( 


: QD=DQ+TT ( I ) : NEXT: IFDQ 

35  0 

35STEP-1:SET(I, 1-31,3) 

l=41Ta35STEP-l:RESET(I 

XT: GDSUB205: GOTQ4  40 

56:SET<I,60-I,3) :NEXT: 

56:RESETiI,60-I) sNEXT: 

BOTD440 

33STEP-1 : SET ( I , 60-1 , 3> 

I=41T033STEP-1:RESET(I 

XT; 60SUB225: GOTD440 

5a:SET(I, I-31,3):NEXT: 

5a:RESET(I, 1-31) :NEXT: 


=0: F=0: RETURN 
NT346,  "  [K;lSi=."  ;  :  PRI 
:PRINT3105,  "  dllEE  ' 
^-T'j'l:l='' 


NT351 

;  :  PRI 

PRINTS!  16,  "(SEa 


1010 
1011 
2000 


LC=1 
GOTO 
SC*  = 
DD«  = 
(DD* 
LC+I 
10000  DAT 

,  5, 
10010  DAT 

3,  1 
5,  1 
,  14 

10020  DAT 

-a, 

5,  1 
10030  DAT 

4,5 
10040  DAT 

4,  1 

2,  1 


14 

10 

ST 

MI 

)  + 

+  1 

A 

8, 

1  2 

A 

2, 

0, 

,2 

A 

4, 

2, 

A 

8, 

,  1 
A 

0, 
4, 


2: GOSUB2000 
1  1 

R*  (S 
D*  (S 
48:  N 


6,9. 
14,  1 
,8,  1 
14, 
12, 
12, 
,  B, 


C ) : F0RI=2T 
C$, I , 1 ) : PO 
EXT: POKELC 
RETURN 
11 ,7. 8, 4. 1 
2 ,  10,0,  12, 
4, 12, 14,8, 
2,  14,8,8,0 
0,5,14,13, 
2,4,  14,2,  1 


DLEN (SC*) : 
KELC+I , VAL 
+1 , 32: POKE 

4,9,14,13, 

12,  14,9,  10 

12,12 

,  14,8,  10,  1 

8,4,13,14, 

0,4,8,  10,6 


10,0,  10,0,  12,  1 
10, 15,8,4 
4,13,14,12 
3,  10,6,  12 


5. 

1- 
i: 


1 
1 

4,14 
0,  4, 
10,5 
5,6, 
6,0, 


,  12,  12,  13 
8,  10,5,  10 
,9,6,4,8,  1 
9, B, 4,9, 6, 
12,  12 


2,9,6,  10,5 
, 14, 13, 10, 
,8,0 

4,14,13,14 
12, 12,13,1 

0,5,9,6,8, 
5,10,4,8,1 


Program  4:  Alpha  Blast -ti-99/4a 

Eictended  BASIC  Version  by  Pat  Parrish,  Programming 
Supervisor 


GDSUB  510 
RANDOMIZE 
DIM  N (3) 

CALL  CLEAR  ::  CALL  SCREEN (16) 
CALL  HCHAR (3, 5, 120, 24) : :  DISPLA 
Y  AT(10,4>:"A  L  P  H  A  --  B  L  A 
S  T"  ::  CALL  HCHAR (1 2 , 5 ,  1  20 ,  24 ) 
CALL  MAGNIFY(2);-  FOR  L=l  TO  28 
CALL  SPRITE C#L,  INT  (RND*26)  +65,  I 
NT(RNDtl3>+3, INT(RND*24) *8+l, IN 
T(RND*32)*8+1,INT(RND*60)-30,IN 
T  <RND»60) -30) 

IF     L=25     THEN     DISPLAY     AT(21,10): 
"GET     READY  I  " 
102     COMPUIE!     Nov3mber1983 


100 
110 
120 
130 
140 


150 
160 


170 


TI-99/4A  Version  Notes 

Pat  Parrish,  Programming  Supervisor 

The  object  of  the  TI-99/4A  version  of  Alpha 
Blast  (written  in  Extended  BASIC)  is  to  indi- 
cate within  a  certain  time  the  alphabetical 
order  of  four  scrambled  letters  appearing  on 
the  screen.  In  its  present  form,  the  game 
requires  a  joystick.  Moving  the  joystick  in 
the  direction  of  any  letter  will  cause  that  letter 
to  disappear.  At  the  same  time,  the  order  of 
this  response  is  recorded. 

After  you  have  guessed  the  sequence  of 
the  first  four  letters,  a  new  round  begins 
with  the  appearance  of  four  new  letters.  As 
the  game  continues,  you  are  given  less  and 
less  time  to  respond.  The  game  ends  when 
you  can  no  longer  provide  four  responses 
within  the  allotted  time. 

Scoring  for  the  game  is  calculated  in 
lines  470  and  480.  It  is  based  on  three  factors: 
the  round  number,  the  time  that  it  took  you 
to  respond,  and  the  order  of  your  answers. 
The  faster  you  can  provide  the  correct  an- 
swers, the  higher  will  be  your  score.  For  an 
incorrect  response,  points  are  deducted  at  a 
rate  one  and  a  half  times  the  number  awarded 
for  correct  answers. 

To  convert  this  game  to  keyboard  con- 
trol, substitute  the  following  lines: 


330 


340 


350 


360 


370 


CALL 

CALL 
-U  :  : 
0 
IF   tX 

GOTO 
IF  (  X 
#3,  3? 

GOTO 
IF  (X 
#4,  32 

GOTO 
IF  CX 
»5,  32 

GOTO 


KEY  (0,  X,ST)  :  :  IF  ST  =  0  T 
HCHAR <ROW, 6, 32) : :  ftOW= 
IF  ROW<5  THEN  400  ELSE 


HEN 

ROW 

33 

;rn( 


=69)*(fl)THEN  CALL  PATTEF 
,»6,43)::   V(T)=0  ::  A=0  :: 

390 

68)*(B)THF^  CALL  PATTERN( 

t*6,43)::  V(T)=1  ::  B  =  0  :: 

390 

B8)»(C)THEN  CALL  PATTERN ( 

#6,43)::  V(T)=2  ::  C=0  :: 

390 

B3)I(D>THEN  CALL  PATTERN ( 

#6,43)::  V(T)=3  ::  D=0  :: 

390 


180  NEXT  L  ::   CALL  DELSPR I TE ( ALL ) : : 

CALL  CLEAR  : :  HS=0 
190  CALL  COLOR C 12, 6, 1 ) 
200  DISPLAY  AT ( 1 , 6) : "HIGH  SCDRE:";H 

S  : :  U=0  : :  R=0  : :  SC=0 
210  U=U+. 03*SGN ( 1-U) : :  R=R+1  ::  DIS 

PLAY  AT (5, 14) : "ROUND  #";R  ::  DI 

SPLAY  AT (2, 6) : "SCORE: 

<:5  SPACESJ";SC 
220  FOR  1=6  TO  21   : 

, 128) : :  NEXT  I 
230  FOR  1=5  TO  7  STEP  2  : 

AR(5, I , 95, 17) : :  NEXT 
240  FOR  1=3  TO  9  STEP  6  : 

AR  (4,  I ,  120, 20)  :  :  NEXT 


CALL  HCHAR(I,6 


CALL  VCH 

CALL  VCH 
I   : :   CALL 


IT  '■■■ 

^  i  i 

"^^^^Sl 

mENDoim 

mKEEPXARoimFm 

BcnmKAsm 

Kidnapped  in  revenge  and  locked  in  hatred  some- 
.where  deep  beneath  your  castle,  is  your  princess. 

Gwendolyn. 

The  prosperity  of  your  kingdom,  the  end  of  a  bitter 
feud,  your  very  future  depend  on  finding  her. 

You  swear  that  no  obstacle  can  stop  you.  But  the  high- 
resolution,  3-D  graphics,  animation  and  sound  effects 
make  the  obstacles  that  await  you  more  formidable  than 
you  can  imagine. 

And  with  over  ninety  different  screens  and  two  full 
sides  of  play,  those  obstacles  and  the  decisions  you  must 
make  can  appear  endless.  In  fact,  you  may  have  to  endure 
hours  of  searching  to  rescue  Gwendolyn. 

But  for  her,  you  would  endure  anything,  wouldn't  you? 

Gwendofyn-a  non-uiolent,  intermediate  graphic  aduenture  game,  written 
by  Marc  Russell  Benioff,  Atari  40K  Distt  $27.95,  Artworx  Software  Co.,  Inc. , 
150  N.  Main  St.,  Fairport,  N.Y.  14450.  For  a  free  catalog  of  Artworx 
Software  forthe  Atari,  Apple,  VIC-20  &  Commodore  &4  computers,  write 
or  call  800-828-6573. 


These  are  just 

three  of  over 

ninety  exciting 

screens. 


Atari.  Apple.  VIC.20S  Commodore  64 
art  regislertd  irademarlis 


So  you  can  play. 


ALUATE  ANSWERS 

0     TO  2  ::   IF  N<V(T))<N(Vt 

HEN  480 

INT  (  1  . 5*R*RDW)  :  :   BOTO  490 

INT (R»ROW) 

ELSPRITE (ALL) : :  GOTO  210 

AR 

OLOR  (14,9,  1 ) 

HAR  < 120,  "00  7E7E7E7E7E7E0  0 

ALL  CHAR (128, " " ) 

OLOR  (  12,  (b,  10)  :  :      CALL     COLO 

,9) 


URN 


Tl  version  of  "Alpha  Blast." 


CALL  HCHAR< 


HCHAR (4,4, 120, 5) 

23, 4, 120, 5) 
250  FOR  1=0  TO  3 
260  N ( I ) =INT CRND*26) +65 
270  FOR  J=0  TD  I-l  ::   IF  N(J)=N(I)T 

HEN  260 
280  NEXT  J   : :   NEXT  I 
290  CALL  SPRITE C«6, 42, 3, 97, 153) 
300  CALL  SPRITE (#2, N (0)  ,  14, 57,  153)  : 

:   CALL  SPRITE  (#3, N (  1 )  ,  14, 97, 201 

)::  CALL  SPR I TE  ( #4 , N ( 2 )  ,  1 4 ,  1  37 , 

153)::  CALL  SPR I TE ( #5 , N ( 3 )  ,  1  4 ,  9 

7, 105) 
310  RDW=21  ::  A=-l  ::  B=-l  ::  C=-l 

: :  D=-l 
3  2  0  T  =  0 
330  CALL  JDYST ( 1 . X, Y) : :   IF  ABS(X)+A 

BS(Y)<>4  THEN  CALL  HCHAR(R0W,6, 

32)::  ROW=ROW-U  ::   IF  RQW<5  THE 

N  400  ELSE  330 
340  IF  ( X=0) * ( Y=4) * (A) THEN  CALL  PAT 

TERN (*2, 32, #6, 43) : :  V<T)=0  ::  A 

=0     : :  GOTO  390 
350  IF   (X=4) » <Y=0) * (B) THEN  CALL  PAT 

TERN (#3, 32, #6, 43) : :  V(T)=1  ::  B 

=0  : :   GOTO  390 
360  IF   ( X=0) * ( Y=-4) * ( C ) THEN  CALL  PA 

TTERN (#4, 32, #6, 43) : :  V(T)=2  :: 

C=0  : :   GOTO  390 
370  IF  ( X=-4) * < Y=0 ) * (D) THEN  CALL  PA 

TTERN (#5, 32, #6, 43) : :  V(T)=3  :: 

D=0  : :   BOTO  390 

380  CALL  HCHAR  (ROW, 6, 32)  :  :  ROW  =  ROW- 

U  ::   IF  RDW<5  THEN  400  ELSE  ZZ0 

390  CALL  SOUND (-10, 200, 2) : :  CALL  PA 
TTERN  (#6, 42)  :  :  T  =  T+1  ::   IF  T  =  4 
THEN  450  ELSE  330 

400  DISPLAY  AT (22, 1 1 ) : "YOUR  TIME  IS 

UP  I  " 
410  CALL  SOUND  (800,  1  10,  5,  120, S)  :  :   F 

OR  1=1  TD  200  : :  NEXT  I 
420  DISPLAY  AT (24 , 10) : "PLAY  AGAIN(Y 

/N)?"  :  -.   IF  SOHS  THEN  HS  =  SC 
430  CALL  KEY <0, KEY, ST) : :   IF  ST=0  TH 

EN  4  3  0 
440  IF   (KEY=89) + (KEY=121 ) THEN  CALL 

CLEAR  ::  CALL  DELSPR I TE ( ALL ) : : 

GOTO  200  ELSE  560 

104    COMPUTE)    Novemtiet1983 


ATADI*  J.^ 


TM 


ATARP 


*<p 


/S 

^     V 


^ 


«* 


'^.^ 


jP  jtO    j^ 


DISK  DRIVK»>PERCOM-ASTRA.RANA-TRAK 

THE  LARGEST  ATARI  MAIL  ORDER  COMPANY 
PRESENTS  THE  LARGEST  SELECTION  OF  THIRD 
PARTY  COMPATIBLE  PRODUCTS 
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Comput Ability  •  P.O.  Box  17882  •  MMwaukee,  Wl  53217 
CALL  FOn  FREE  CATALOQ 


MAG-RAK 


AT  LAST! 

MAGAZINE  PROGRAM 

COPYING  WITH  EASE 

MAG-RAK  HOLDS  YOUR 
MAGAZINE  IN  A  CONVENIENT 
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WHILE  YOU  ENTER  PROGRAMS 
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—  ALINEATATIME 

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NOW  YOU  CAN 

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CHECK  OR  MONEY  ORDER  (ONLY)  TO: 


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BOX  26A89 

LOS  ANGELES,  CA  90026 


^^W^  ^^  Get  one  game  FREE  when  you  buy  any 

2  Showcase  Software  games  for  the  VIC-20® 
at  $19.95  each.  But  hurry!  Offer  ends  Dec.  25, 1983. 


ASTRO  PATROL 

In  space  there  are  no  guaran- 
tees...All  your  training  and 
superb  equipment — will  it  be 
enough  to  save  you  from  the 
alien  hordes? 


SQUEEZE 

The  fields  are  dry.  You  hafta 
dig  a  heap  o'  ditches!  But  you 
better  be  nimble  'cause  the 
bulls  they  gonna  chase  you 
down.  So  pick  up  your  shovel 
and  start  diggin'  your  way  to 
fun  and  fast  action! 


DOUGHBOY 

The  bugle  call  has  sounded. 
It's  time  to  hit  the  trenches 
for  a  fun-filled  contest  of 
bravery  and  tactics.  Your 
mission:  Recover  the  supplies 
that  are  scattered  across  the 
playfield  while  avoiding  en- 
emy troops. 


SALMON  RUN 
Sammy  the  seafaring  salmon 
is  back  to  see  his  fishy  fianc^. 
But  he  has  to  meet  her  up- 
stream and  there  arc  water- 
falls, hungry  bears,  anglers 
and  bothersome  birds  at 
every  bend.  But  Sammy  is 
determined  to  give  you  hours 
of  fishy  fun! 


I 


SHOWCASE  SOFTWARE 

5221  Central  /Ivenue.  Richmond,  CA  94804 
(415)  527-7751 


CHICKEN 

A  pesky  old  fox  has  found  Ma 
Hen's  eggs  and  she's  trying 
to  save  them  from  his  deadly 
clutches.  Play  action  intense 
enough  to  challenge  the  most 
experienced  arcade  player. 


GLUB  GLUB 

The  map  was  right!  Under 
the  boat  the  unmistakable 
glitter  of  gold.  A  king's  ran- 
som! But  those  dark  forms 
can  only  be... sharks!  Can 
you  conquer  your  fear  and 
avoid  those  dark  marauders? 


PUSSYFOOTIN' 

Meet  Fearless  Franklin  the 
guard  cat.  His  job:  catching 
nasty  grustlebirds  and  keep- 
ing things  running  smoothly 
for  his  hard  hat  buddies.  But 
won't  anything  stand  still? 


Attach  the  end  flaps  and  receipts  from  any  2  of  the  Showcase 
Software  games  shown  here  and  indicate  your  choice  of  a  free 
Showcase  game.  Or  order  direct  using  the  handy  coupon  (add  $2 
shipping  and  handling).  Phone  orders  accepted.  Free  game 
available  only  from  Showcase  Software. 

I 1 

SHOWCASE  SOFTWARE 

5221  Central  Ave.,  Richmond,  CA  94804 

Here's  my  order  for  2  Showcase  Software  VlC-20''  games  and 

my  choice  of  free  game. 

Name 


PATH  WAY 


George  Trepal 


"Pathivay"  is  not  a  typical  computer  game.  The  com- 
puter is  not  an  opponent  -  it  simply  keeps  track  of  the 
game  you  play  against  another  person.  For  VIC,  64, 
and  Apple. 


The  rules  of  the  game  are  simple,  but  there  are  a 
few  catches.  Each  player  (two  or  three  can  play) 
starts  off  with  four  tokens  at  the  start  of  a  path. 
The  first  player  to  get  all  four  tokens  to  the  end  of 
the  path  is  the  winner. 

To  play,  push  the  VIC's  F7  key.  The  machine 
will  return  the  number  of  spaces  you  can  move. 
Each  token  is  numbered  1,  2,  3,  or  4.  Press  the 
appropriate  number  key  for  the  token  you  want 
moved.  If  your  token  lands  on  another  player's 
token,  that  token  is  sent  back  to  the  start  of  the 
path.  If  you  land  on  your  own  token,  that  token 
becomes  invisible  until  it  is  moved.  As  you  play, 
you'll  see  that  a  wise  strategy  is  required  to  win. 

The  VIC  version  is  written  for  the  unmodified 
VIC,  so  disconnect  any  extra  memory  (except  for 
the  Super  Expander). 

Game  Movement  Logic 

The  positions  of  the  tokens  are  stored  in  arrays 
and  updated  as  the  tokens  are  moved.  Once  a 
move  is  made,  the  arrays  are  compared  to  see  if  a 
token  should  be  sent  back  to  the  start.  The  position 
of  a  token  is  a  number  which  represents  how  many 
cells  away  the  token  is  located  from  the  start  of 
the  path. 

Each  cell  corresponds  to  a  certain  screen  loca- 
tion, all  of  which  are  stored  in  DATA  statements. 
For  example,  if  a  token  were  moved  from  cell  24 
to  cell  31,  the  machine  would  read  the  DATA  from 
the  start  and  put  a  path  character  in  position  24  to 
erase  the  token.  It  would  then  return  to  the  start 
of  DATA  and  read  to  the  thirty-first  location, 
where  the  token  is  then  printed  to  the  screen. 

The  64  version  is  almost  identical  in  play  to 
the  VIC  version,  although  the  playing  field  is 
larger.  The  Apple  version  uses  the  space  bar  in- 
stead of  the  F7  key  used  by  the  Commodore  ver- 
sions. 

106    COMPUTE!    November  1963 


Player  2  is  about  to  roll  the  dice  in  the  VIC  version  of 
"Pathway." 

If  you'd  rather  not  type  in  the  program  (VIC 
version  only),  send  $3,  a  blank  tape  or  disk,  and 
an  SASE  to: 

George  Trepal 
2650  Alturas  Road 
Bartow,  FL  33830 


BEFORE  TYPING... 
If  you're  new  to  computing,  please  read  "How 
To  Type  COMPUTEI's  Programs"  and  "A 
Beginner's  Guide  To  Typing  In  Programs." 


Program  1:  Pathway  For  vie 


;E$=" 


D$="[H0ME} {12  DOWN]":CC=30720: 
[H0ME}[7  D0WN]":P0KE36879,25 
DIMA${23) 

PRINT"fCLR}[BLK3 E5  DOWN} {2  SPACES] 2  OR 
3  PLAYERS"; : G0SUB88: IFM<>2ANDM<>3THEN 
3 

P=M : PRINT " { CLR } " : GOSUB56 : GOSUB50 
VO=36878:TN=36875 

P0RJ=1T04: POKE38834+J, 0:POKE38856+J , 6 : 
POKE38878+J, 2 :NEXT 
PRINTD$+"{8  DOWN} {8  SPACES)"; 
DEFFNA ( X ) =INT ( RND ( 1 ) *9 ) +1 


m 


The  world  may  be  short  of  oil.  And  short  of  jobs.  But  there's  no  shortage  of  entertainment. 
Arcades.  Movies.  Amusement  parks.  TV  Concerts.  Records.  You've  got  your  choice.  And  every  day, 
more  of  you  are  choosing  HesWare™ computer  games. 

That's  because  only  the  best  games  earn  the  HesWare  title.  Tough,  challenging,  arcade  quality 
action  games  like  Gridrunner,'"  Predator,™  Retro  Ball™ and  Robot  Panic!'' 

Mind-bending  strategy  and  role  playing  adventures 
like  Pharaoh's  Curse™  and  Oubfiette!" 

Zany  new  titles  that  have  to  be  seen  to  be  believed. 
Would  you  believe  Attack  of  the  Mutant  Camels™?? 

You  don't  need  an  expensive  computer  to  enjoy 
HesWare  action,  either.  HesWare  programs  are  available 

on  cartridge,  diskette  or  cassette  for  VIC  20r  Commodore  647     Ut^JIULm^ 
Atari®  ancf  IBM®  personal  computers.  nBSWWaMB,^ 

When  you  pick  up  a  HesWare  game,  you  know  it's  ready  ^ 
for  the  toughest  test  of  all:  beating  out  the  tough  competition 
for  your  attention. 

HesWare  games.  Just  one  of  the  ways  HesWare  is 
expanding  the  computer  experience.  Look  for  them  at  your 
favorite  software  retailer. 


Pleases  the 

tough 
customer 


VIC  20  and  Commodore  64  are  traderosrlis  of  Cooiraodote  Eleclronics  Ltd.  Ataii  is  a  regislefKl  tradeinark  of  Atari.  Inc. 
IBM  PC  is  a  registered  trademarli  of  Intarnational  Business  Mactitnes.  Pharaoti's  Curse  is  a  trademark  of  Synapse  Software. 
Oubliette  is  a  trademark  of  ISA  Software. 


Human  Engineered  Software 

150  North  flili  Drive 

Brisbane,  CA  94005 

800-227-6703 

(in  California 

800  632-7979) 

Dept.  020 


Grktiraec 

R^BaU 

Synthesound    SSXc" 

vn.  JB.-srs' 

r-. 

Gridrunnec        Shamt 


./Jif 


9  FORJ=1TO4:AA(J)=7702+J:POKEAA(J) ,48+J; 
POKEAA ( J ) +CC , 0 : NEXT J 

10  FORJ=lT04  :  BB  ( J  )  =7  7  24+J  •.  POKEBB  ( J  )  ,  48+J 
:  POKEBB ( J ) +CC , 6 : NEXTJ 

11  F0RJ=lTO4:CC(J)=7746+J:P0KECC(J) ,48+J 
:P0KECC(J)+CC, 2 : NEXTJ 

12  GOSUB87 : PRINT "E HOME H 2  DOWN } t BLK] "SPC 
(13) "PLAYER  1"; 

13  POKE7765,32:POKE7786,32 

14  GOSUB77: PRINT" {home! [3  DOWN J { BLK] "SPC 
(13) "ROLLS ";V 

15  PRINT" [home] [4  DOWN] "SPC ( 1 3 ) "MOVE " r 

16  GOSUB88:IFM<10RM>4THEN15 

17  PRINTM:IFA(M)=0THENPOKEAA(M) , 32 

18  IFA(M)>0THENCV=A(M) :GOSUB84 

19  IFV+A(M)>70THENPOKE8114+M,48+M:A(M)=7 
l:GOT024 

20  A(M)=A(M)+V:  RESTORE  :FORJ=liTOA(M)  :  READ 
X : NEXT : POKEX , M+43 : POKEX+CC , 0 

21  F0RJ  =  1T04: IFB(J>  <>0ANDB(J)=A(M)THENB( 
J ) =0 : POKEBB ( J ) , 48+J : G0SUB86 

22  NEXT:F0RJ=1T04: IFC(J) O0ANDC ( J) =A(M)T 
HENC( J )=0 : POKECC ( J ) , 48+J : G0SUB86 

23  NEXT 

24  GOSUB87-.PRINT"  (home]  (6  DOWN]  {SLU }  "SPC 
(13) "PLAYER  2"? 

25  POKE7853, 32:P0KE7874,  32 

26  GOSUB77:PRINTE$SPC(l3 ) "ROLLS" rV 

27  PRINTE$SPC(13) " E DOWN ] MOVE" ; 

28  GOSUB88:IFM<10RM>4THEN27 

29  PRINTM:IFB(M)=0THENPOKEBB(M) ,32 

30  IFB(M) >0THENCV=B(M) ;G0SUBa4 

31  IFV+B(M) >70THENPOKEB136+M,48+M:B(M)=7 
1:G0T036 

32  B(M)=B(M)+V:REST0RE:F0RJ=1T0B(M) : READ 
X : NEXT : POKEX , M+48 : POKEX+CC , 6 

33  F0RJ=1T04: IFA(J) <>0ANDA(J)=B(M)THENA( 
J)=0:POKEAA(J) , 48+J:G0SUB86 

34  NEXT;FORJ=1TO4:IFC(J)<>0ANDC(J)=B(M)T 
HENC { J ) =0 : POKECC (J ) , 48+J : G0SUB86 

3  5  NEXTJ 

36  IFP03THEN12 

37  G0SUB87:PRINTE$+" [3  DOWN} ( RED] "SPC ( 1 3 
) "PLAYER  3" 

38  POKE7941,32:POKE7962,32 

39  G0SUB77:PRINTE5+"{4  DOWN] "SPC ( 13 ) "ROL 
LS  " ;  V 

40  PRINTD$SPC(13)"M0VE",- 

41  GOSUB88:1FM<1ORM>4THEN40 

42  PRINTM:IFC(M)=0THENPOKECC(M) ,32 

43  IFC(M) >0THENCV=C(M) :G0SUB84 

44  IFV+C(M)>70THENPOKE8158+M,48+M:C(M)=7 
1:G0T012 

45  C(M)=C(M)+V: RESTORE :F0RJ=1T0C{M) ; READ 
X : NEXTJ : POKEX , M+48 : POKEX+CC , 2 

46  F0RJ=1T04:IFA(J) <> 0ANDA ( J )=C(M )THENA( 
J)=0:POKEAA(J) , 48+J : G0SUB86 

47  NEXT : F0RJ=1 T04 : 1 FB ( J ) <> 0ANDB ( J ) =C ( M ) T 
HENS ( J )=0 : POKEBB{ J ) , 48+J : GOSUB86 

48  NEXT:G0TOl2 

49  GOT049 

50  DATA7729, 7730, 7731, 7732, 7733, 7734, 773 
5,7757,7779,7801,7823,7822,7821,7820, 
7819,7818 

51  DATA781 7, 7816, 781 5, 7814, 701 3,  783 5,  785 
7,7879,7880,7881,7882,7883,7884,7885, 
7886,7887 

52  DATA7888, 7889, 7911, 7933, 7955, 7954,  795 
3,7952,7951,7950,7949,7948,7947,7946, 
7945,7967 

108     COMPUTE!     November  1983 


53  DATA7989, 8011, 8012, 8013, 8014, 801 5, 801 
6,8017,8018,8019,8020,8021,8043,8065, 
8087,8109 

54  DATA81 3 1,81 32, 81 3 3, 81 34, 81 3 5, 81 36 

5  5  FORJ= 1 TO70 : READX : POKEX , 95 : POKEX+CC , 5 : 
NEXTJ : RESTORE : RETURN 

56  A?(l)="  §4  03" 

57  A$(2)="gM3(4  SPACES}LB6  %%" 

58  A$(3)="BM3ill  SPACESTEG3" 

59  A?(4)="EMii4  SPACES}oE4  TEP  EgE" 

60  A$(5)="  E4  t3(5  SPACES IEmS  £03" 

61  A$(6)  =  "  E9  (age  gGi" 

62  A?(7)="gME(ll  SPACES]gGi" 

63  A?(B)="gME  0E9  TS" 

64  A$(9)="gM§  LE9  @3" 

65  A$(10)=A$(7y 

66  A$(ll)="  E9  T^P  EgS" 

67  A$(12)="  i9    @g@  gG3" 

68  A$(13)=A$(7) 

69  A$(14)=A$(8) :A?(15)=A?(9):A$(16)=A$(1 
0):A${17)=A?(11) 

70  A$(i8)="{i0  sPACEsliMi  ici" 

71  A${19)  =  "U0  spaces)Em3  EgE 

U  SPACES] 64  @3" 

72  A$(20)="{10  SPACESlgMi  LE3  030 

{4  SPACES ]gGg" 

73  A$(21)  =  "U0  SPACES  }EMi{  10  SPACES} 

EG3" 

74  A$(22)="Ell  SPACES ]g5  T3pI4  SPACES] 

Bg3" 

75  A$(23)="El7  SPACES]g4  t3" 

76  F0RJ=1T019!PRINTA$(J) :NEXT : FORJ=20TO2 

3  ;  PRINTA5  ( J  )  ,"  :  NEXT  j  RETURN 

77  PRINTD$+"{6  DOWN]  PRESS  F7 " r 

78  PRINTD$+"t7  DOWN}  TO  ROLL"; 

79  IFPEEK(197)=63THENB1 

80  GOT079 

81  V=FNA{1):POKE198,0 

82  F0RJ=1T0V t  POKE8048, 48+J: POKE38768 , 0 ! F 

ORT=1TO100 :NEXT : POKEVO, 15 : POKETN, 200 : 
POKEVO,0 

83  NEXT (RETURN 

84  IFCV>70THENCV=70 

85  RESTORE : F0RJ=1T0CV : READX : NEXT t POKEX, 9 

5 : POKEX+CC , 5 ; RETURN 

86  POKEVO, 15 ; POKETN, 250 ;FORT=1TO700 ;NEXT 

: POKEVO, 0: RETURN 

87  POKEVO, 10:POKETN,128:FORT=1TO200:NEXT 

I POKEVO, 0; RETURN 

88  GETM$:0N-(M?="")G0T08e:M=VAL(M?) ;RETU 

RN 

Program  2:  Pathway  For  The  64 

100  D$="{H0ME}{12  DOWN}"!CC=54272:E?=" 

{home} {7  DOWN]":POKE53281,liPOKE53280 

,14:S0=CC 
110  DIMA$(23) !FORT=SOTOSO+24:POKET,0:NEXT 

:POKESO+24,15:POKESO+5, 34SP0KES0+6, 24 

4 
115  PRINT"{CLR) (7  DOWN] {15  RIGHT } PATHWAYS 

II 

120  PRINT" (BLK) {4  DOWN] {10  RIGHT) 

{2  SPACES] 2  OR  3  PLAYERS"; 
125  GOSUB960:IFM<>2ANDM<>3THEN125 
130  P=MsPRINT" (CLR]" :GOSUB650:GOSUB590 
140  VO=36878:TN=36875 
150  FORJ=lTO4iPOKE1104+CC+J, 0:POKE1144+CC 

+J, 6 : POKEl ie4+CC+J, 2 iNEXT 


mmy: 


.:^:"*^-u-^v  ;.-V'^?--"Ji^#'  ^^'rf.^:^^; 


HELP  WANTED 


;;^'??: 


^S^- 


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^ 


,*</  wV-vr? 


mm» 


^^mt:- 


•^A 


P^V-*-*  * 


^WS^i. 


d^^^Z 


sy'!^0v>  ■■'■ 


^^^JM;v^ 


if^lT 


HlViW'^ 


^^^^i^M 


^■?;v& 


^^ei 


.fTii 


is-'."-  ---;i  ,;,*ii.  ■■^ 


fe© 


551 


iHl 


L. 


1. I 


i^ 


■      '. 


^ 


JlM&iOWBEOUOei 


*,■;^.:'■^'i$'r^W 


'I'^'ti'iW'S^'-' 


s?^' 


^:t 


*'^#?^ 


SJihi.ii'i:'. 


i^^f  :;*}?*?*,:^-=::  «?!<?iv 


■flrio  is  a  haf0-working  plumber,  but  a  touch  absent-minded.  He  s  building  a  water  supply  systen} 
for  tlw  whole  neighborhood  and  he  really  has  his  hands  full.  Help  Arlo  decide  what  kind 
of  pipe  to  buy  and  where  to  put  It...  his  limited  budget  doesn  't  leave  him  much  margin  for  error 
Figure  out  the  shortest,  most  economical  way  to  get  everyone  hooked  up...  and  just  hope 
poor  Arlo  has  remembered  to  open  and  close  the  right  valves.  A  marvelously  entertaining  and 

challenging  exercise  in  planning,  economics  and  spatial  relationships  for  all  ages,      j 

PIPES.  For  the  VIC-20  and  Cammadore  64. 


■^'Pd^M^^^S^- 


m^ 


R     E    A     T    I     V    E        SOFTWARE 


-vic.SQ'ASD  coMmBom srmi traoiuarks of conmBORf etccTmmcs. tre. 


c  imBCRCimc  sonwAHc. 


PLftVER   1 
BOLLS  2 


440 

450 
460 


kkkklkkkkkkLW. 


ni'<(1^nS^1<'>1^^1'<^t<llf 


PRESS  FT 
TO  ROLL 


64  version  of  "Pathway." 


160  PRINTD$+"[S  DOWN} {8  SPACES]"; 

170  DEFFNA(X)=INT(RNDC1)*9)+1 

180  FORJ=1TO4;AA(J)=1104+J:POKEAA(J) ,4S+J 

i  POKEAA  ( J )  +CC ,  0  ;  NEXT  J 
190  P0RJ=lT04iBS(J)=1144+J:P0KEBB(J) ,48+J 

I POKEBB ( J ) +CC , 6 : NEXTJ 
200  F0RJ-1T04 1 CC ( J ) =1 184+ J  j  POKECC ( J ) , 48+ J 

!  POKECC  ( J  )  +CC ,  2  ;  NEXTJ 
210  GOSUB950!PRINT"{HOME}{2  DOWN} {BLKI "SP 

C{ 13) "PLAYER  l"f 
220  POKE1163,32iPOKE1163+CC,0tPOKE1202,32 

tPOKE1202+CC,0 
230  GOSUB850! PRINT" {HOME} {3  DOWN} {BLK] "SP 

C ( 13 )" ROLLS" ?V 
240  PRINT" {home} {4  DOWN} {BLK) "SPC(13 ) "MOV 

■ 
250  GOSUB960iIFM<1ORM>4THEN240 
260  PRINTMjIFA(M)=0THENPOKEAA(M) ,32 
270  IPA(M)>0THENCV=A(M) !GOSUB920 
280  IPV+A(M)>65THENPOKE1695+M,48+M!POKEl6 

95+M+CC,0iA(M)="66:GOTO330 
290  A(M)»A( M)+V! RESTORE : P0RJ=1T0A( M) : READ 

X 1  NEXT ! POKEX , M+48 i POKEX+CC , 0 
300  FORJ»lTO4iIFB(j)<>0ANDB(J)-A(M)THENB( 

J  )=0  «  POKEBB (J ) , 48+J  i  GOSUB940 
310  NEXTtFORJ=lTO4!lFC(J)<>0ANDC(j)-A(M)T 

HENC ( J ) =0 ; POKECC ( J ) , 48+J : GOSUB940 
320  NEXT 
330  GOSUB950; PRINT "{HOME} {2  DOWN}  ' 

(10  RIGHT} {BLU}"SPC (13) "PLAYER  2"; 
340  POKEl 1 7 3 , 3 2 1 POKEl 1 7 3+CC , 6  i  POKEl 2 1 2 

:POKE1212+CC,6 
350  GOSUBe50: PRINT "{home} {3 

{10  RIGHT} {BLU}"SPC(13)' 
360  PRINT" {home} £4  DOWN] {10 

)"MOVE"; 
370  GOSUB960:IFM<1ORM>4THEN360 
380  PRINTM:IFB(M)=0THENPOKEBB(M),32 
390  IFB(M)>0THENCV=B(M) ;GOSUB920 
400  IFV+B(M)>65THENPOKE1735+M,48+M:POKE17 

3  5+M+CC , 6 : B ( M ) =66 ; GOTO450 
410  B (M)=B{M)+V: RESTORE :F0RJ=1T0B(M) : READ 

X : NEXT : POKEX , M+48 : POKEX+CC ,  6 
420  F0RJ=1T04:IFA(J) <>0ANDA(J}=B(M)THENAC 

J ) =0 : POKEAA (J ) , 48+J : GOSUB940 
430  NEXT:FORJ=lTO4!lFC(J)<>0ANDC(J)=B{M)T 


,32 


down} 

'  ROLLS ";V 
RIGHT} "SPC( 13 


570 
580 
590 

600 

610 

620 

630 

640 

650 
660 
670 
680 

690 

700 

710 
720 
730 
740 

750 
760 

770 

780 
790 

800 

810 

820 

830 
840 

850 
860 
870 
880 


HENC ( J ) =0 : POKECC ( J ) , 4a+J : GOSUB940 

NEXTJ 

IFPO3THEN210 

GOSUB950: PRINT "{HOME} {2  DOWN} 

{19  RIGHT} {RED} "SPC( 13) "PLAYER  3" 

POKE1182,32:POKE1182+CC,2:POKE1221,  32 

:P0KE1221+CC,2 

GOSUB850:PRINT"{HOME}{3  DOWN} 

{19  RIGHT} {red} "SPC(13) "R0LLS";V 

PRINT" {home} {4  down} {19  RIGHT } {RED } "S 

PC (13) "MOVE"; 

GOSUB960 : IFM<1ORM>4THEN490 

PRINTM  J I FC ( M ) =0THENPOKECC ( M ) , 32 

IFC(M) >0THENCV=C(M) :GOSUB920 

IFV+C(M)>65THENPOKE1775+M,48+M:POKE17 

75+M+CC,2:C(M)=66:GOTO210 

C { M ) =C ( M ) +V ; RESTORE : F0RJ=1T0C ( M ) : READ 

X : NEXTJ : POKEX , M+48 : POKEX+CC , 2 

FORJ=1TO4:IFA(J)<>0ANDA{J)=C(M)THENA( 

J ) =0 : POKEAA ( J ) , 48+J : GOSUS940 

NEXT:FORJ=1TO4:IFB(J)<>0ANDB(J)=C(M)T 

HENB ( J ) =0 : POKEBB ( J ) , 48+J : GOSUB940 

NEXT:GOTO210 

GOTO580 

DATA  1149,1150,1151,1152,1153,1154,11 

55,1195,1235,1275,1276,1277,12  78,1279 

DATA1280, 1281, 1282, 1283, 1323, 1363, 140 

3,1443,1442,1441,1440,1439,1438,1437 

DATA  1436,1435,1434,1433,1432,1431,14 

71,1511,1551,1591,1631,1671,1711,1712 

DATA  1713,1714,1715,1716,1717,1718,17 

19,1720,1721,1722,1723,1724,1725 

DATA  1726,1727,1728,1729,1730,1731,17 

32,1733,1734,1735 

F0RJ=1T065 : READX : POKEX, 95 : POKEX+CC , 5 : 

NEXTJ : RESTORE : RETURN 

A$(i)="  i4  n" 

A?(2)="BM§{4  SPACES}LE6  Pi" 
A$(3)="Em3{11  SPACEsTEGi" 
A$(4)="^Mg{4  SPACES}0B4  YgP  iQl 

A?(5)="  lA    Ta{5  SPACES}EMa  L 

E7  Pi" 

A$(6)="{10  SPACES }BNi{ 9  SPACES} 

EGi" 

A$(7)="{11  SPACES}^?  TiP  gGi" 

A$(a)="{l8  SPACES} EMi  EHi" 

A$(9)="{7  SPACES}Ell  Pi@  iH3  " 

AS(10)="{6  SPACES}EMi{l3  SPACES} 

EGi" 

A5(ll)="{6  SPACES}gM3  OEll  Yi  " 

A$(12)="{6  SPACES }EMi  ICi" 

A$(13)="{6  SPACESJiN3  iHi 

{2  SPACES}" 

A$(14)="{6  SPACES}iM3  EGi " 

A?(15)="{6  SPACESJBMi  EGi 

{23  SPACES} E4  %l" 

A$(16)="{6  SPACES]EMi  LE22  %l^ 

{4  SPACES }iG3" 

A$(17)="{6  SPACES}EMi{29  SPACES} 

EGi" 

A$(18)="{7  SPACES}E24  t3p{4  SPACES} 

Bg3" 

A$(19)="{32  SPACES}E4  Ti" 

F0RJ=1T019:PRINTA?(J) : NEXT: PRINT" 

{HOME}": RETURN 

PRINTD$+"{7  DOWN]  PRESS  F7"; 

PRINTD$+"{8  DOWN]  TO  ROLL"; 

IFPEEK( 197 )=3THEN890 

GOSUB970:GOTO870 


110    COMPUTE!    November  1983 


1^* 


■l^ 


> 


SAVE  SIERRA  SMIT 


IN  CREEPY  CORRID 


M 


ierra  Smith's  a  real  jewel  of  aiiWHipftirer  -  34  iSrats  of 
I  bravery.     Sierra     Smith's   i^^fa^^^^dy     for     thafflaiggesf 
adventure  of  his  nf»  incMei^i^^epy  Corridors.  Luj^jpttf  hof  It 
fhat  some  pretty  Strang  spt-btect  the  riches  ii 

The  risks  are  great,  but   sq^^e  the  rewards  If  yonpsurvlve  - 
enough  riches  for  Smith  (inil^aul  Above  all,  be  corsfiul  as  you 
jather  the  treasures  of  Creepy  Corridors.  Those  screams  yOtU  v 
^^ear  might  be  your  own! 


■n 


#^ 


.^' 


.^s 


Ullll 


CH4J? 


^C> 


^x 


Vi 


^: 


eett^t 


iM 


StERRnOni-UNE  BVtLDlMG  COIUtSEGOLO  C/t  93914 
209  683  6558 


ATARI     •     COM  64     •     VIC  20 


890  V=FNAC1) :POKE198,0:POKESO+1,20 

900  F0RJ=1T0V: POKE1803 , 4B+J : POKE1803  +  CC,  0 

: POKESO+4 ,17: FORT=1TO10 
910  POKESO+1 , J* 10: NEXT: NEXT: POKESO+4, 16: R 

ETURN 
920  IFCV>65THENCV=65 
930  RESTORE : F0RJ=1T0CV : READX : NEXT ; POKEX , 9 

5 : POKEX+CC, 5 : RETURN 
940  POKESO+1, 10:POKESO+4, 33 :FORT=1TO700 :N 

EXT : POKESO+4 ,32: RETURN 
950  POKESO, 80: POKESO+1, 80: POKESO+4, 33 :FOR 

T= 1TO200 : NEXT : POKESO+4 ,32: RETURN 
960  GETM? : ON- ( M?= " " ) GOTO960 : M=VAL ( M$ ) : RET 

URN 
970  D1=0;FORT=1696TO1699:Z1=PEEK(T) :D1=Z1 

+D1:NEXT:IFD1=202THEN  WI=1 :GOTO1010 
980  D2=0sFORT=1736TOl739;Z2=PEEK(T) :D2=Z2 

+D2:NEXT:IFD2=202  THENWI=2 ;GOTO1010 
990  D3=0:FORT=1776TO1779-:Z3=PEEK(T)  :D3=Z3 

+D3:NEXT:IFD3=202  THENWI=3 :GOTO1010 
1000  RETURN 
1010  PRINT" ICLR} [12  RIGHT1PLAYER";WI; "  Wl 

NS" 
1020  PRINT" [2  DOWN} [10  RIGHT}PLAY  AGAIN  Y 

OR  N  ?" 
1030  GET  A$:IF  A$<>"Y"AND  A$ <> "N"THEN1030 
1040  IF  A$="Y"THENRUN 


300 

310 
320 


330 
340 

350 


THEN  350 
A  =   PEEK  (P(A(I,M) ) ) 
IF  A  =  160  THEN  340 
FDR  J  =  1  TO  3:  FOR  K 
A(J,K)  =  A<I,M)  AND  3 
A(J,K)  =  0:  POKE  1033 
K,A:  PRINT 
NEXT  :  NEXT 
PRINT   CHR* 
+  64  «  I  - 
POKE  13B5  + 


1  TO  4:  IF 

>  I  THEN 
128  *  J  + 


CHR*  (7)  CHR»  <7)j 


+  M 
1  TO 
IF 


Program  3:  Pathway -Apple  II  Version 


360 


370 
3B0 

390 
400 
410 
420 


430 


(7) ; :  POKE  P(ACI,M) ) ,M 
16;  GOTO  400 
M  +  I  *  128,1  «  64 
-  16:C(n  =  C(I)  +  1:  FDR  K  = 
25; AG  =  AG  +   PEEK  (SV) ;  NEXT 
C(I>  <  4  THEN  400 

VTAB  17:  HTAB  25:  PRINT  -'PLAYER  "N 
ntd)"!"!  INVERSE  :  VTAB  21:  HTAB 
5:  PRINT  "PRESS  SPACE":  HTAB  4: 
PRINT "TO  PLAY  AGAIN";:  NORMAL 
VTAB  7:  HTAB  32 


THEN   HOME 


100 


TEXT  :  HOME  :  VTAB  2:  HTAB  16 

;  PRINT  "PATHWAY":  NORMAL 

VTAB  6;  HTAB  B;  PRINT  "TWO  OR  THRE 

E  PLAYERS?  "5!  GET  A*|P  -   VAL  (At 

):     IFP<2    0RP>3    THEN    110 

DIM    A«(23) ,P(70) ,AC3,4) :GV    =       -    16 

336:  HOME  :  GOSUB  460 

FDR  I  =  1  TO  70:  READ  P(I):  NEXT 

140  NMS(l)  =  "0NE":NM«(2)  =  "TW0":NM4(3 
)  =  "THREE ":0U<1)  =  63:0U(2)  =  127 
:DU(3)  =  255 

VTAB  2:  HTAB  11:  INVERSE  :  PRINT  " 
1234":  FLASH  :  HTAB  11:  PRINT  "123 
4":  NORMAL  :  HTAB  11:  PRINT  "1234" 
FOR  I  =  1  TO  P:  PRINT 
VTAB  21:  PRINT  "     PRESS  SPACE": 
HTAB  7:  PRINT  "TO  ROLL" 
VTAB  (5  «  1  -  3):  HTAB  25:  PRINT  " 
PLAYER  ";:  POKE  50,OU(I):  PRINT  NM 
S<I);  NORMAL  ;  HTAB  25;  PRINT  "ROL 
LB:     "I :  HTAB  34 
GET  AS:  IF  A*  <   >  "  " 
V  =   INT  (  RND  CD  *  9) 
I  TO  V:  HTAB  34:  PRINT  J; 
I  TO  200:  NEXT  ;  NEXT 
PRINT  ;  VTAB  21:  PRINT  "     WHICH 
PIECE";  HTAB  7:  PRINT  "TO  MOVE" 
VTAB  (1*5-1):  HTAB  25;  PRINT  " 
MOVES:     " ; :  HTAB  34 
GET  A*:M  =   VAL  (A*):  IF  M  <  1  OR 
M  >  4  THEN  230 
IF  A(I,M)  >  70  THEN  230 
PRINT  A* 

IF  A(I,M)  =0  THEN   POKE  1033  +  12 
a  «  I  +  M, 160:  GOTO  290 

270  QQ  =  160:  FOR  K  =  1  TO  4;  IF  A(I,K) 
=  A<I,M>  AND  K  <  >  M  THEN  QQ  =  K 
+  64  «  I  -  16 

280   NEXT  :  POKE  P<A(I,M)),QD 

290  AtI,M)  =  A(I,M)  +  V:  IF  A(I,M)  >  1 

112     COMPUTE!     November  1983 


INVERSE 


440 


110 


120 


130 


150 


160 
170 

1S0 


190 
200 


210 
220 
230 

240 

250 
260 


GET  A«:  IF  AS  < 

:  END 

RUN 

NEXT  :  GOTO  160 


DATA   1294, 1295, 1296, 1297, 1298, 129 

9. 1300. 1428. 1556. 1684. 1812. 1811. 18 
10, 1S09, ia0B, 1807, 1806, 1805, 1804, 1 
803, 1802 

DATA   1930, 1074, 1202, 1203, 1204, 120 
5, 1206, 1207, 1208, 1209, 1210, 1211, 12 
12, 1340, 1468, 1596, 1595, 1594, 1593, 1 
592, 1591, 1590, 1589, 1588, 1587,1586 
DATA   1714, 1842, 1970, 1971, 1972, 197 

3. 1974. 1975. 1976. 1977. 1978. 1979. 19 
80, 1 124, 1252, 1380, 1508, 1636, 1637, 1 
638, 1639, 1640, 1641 


450  : 

460  A$(l} 

= 

1 _^ip 

470  A* (2) 

= 

'  I       1 ^ 

11 

4B0  A$(3) 

= 

*  1 

490  A«<4) 

= 

'  !      * 

500  A*C5) 
510  A*C6J 

= 

1  _— ««— 

520  A* (7) 
530  A* (8) 

■  1   1 , „ 

_ii 

540  A* (9) 

1  1   t . 

1* 

~ 

550  A*<10) 

=  A$(7) 

560  A* (11) 

=; 

II ^, 

1 

THEN  190 
+  1:  FOR  J  = 
FOR  K  = 


Two  game  pieces  have  successfully  traversed  the  maze  in  the 
Apple  version  of  "Patlnoai/. " 


Wife* 


e5. 


fti 


^^ 


^^ 


(3g[D.(2WII2 


T  Bounce  asrourie  l'L'^s  t^-j*Tt3-iJy;^.n'2.iiE'  i^Eemictt., 
monaclng  trel I  as  Mr..  1^1  ehlils  the  fS  »; 
pyramid.    Hot  springs   Ipiiow    hi: 
Inferno.  On®'"toiKp'  "■■-■  »'<-'^'----  ■-i"--- 
takmt  quick  ft  Scka 
survive.  Join  Mr.  Ccai  ia  ^ms 
bubbllR?^  over  wiitb®sc!tism©5?i 


SION 


S^mAOni-UmE BVILOniB  COAHSECOLO  C4  9J614 

309  BBS  easa 


ficcBQ  o  csscns  o  eaaoa  o  (Era 


J 


570  A*  (12)  =  " !  !'■ 

SB0  A«(13J  =  AS(7):A$(14)  =  A*<B):A*<15 
>  =  A*<9):A*<16)  =  A«<10) :A«(17)  = 


590 
600 
610 
620 
630 
640 
650 


A«(18} 
A«(19) 
A* (20) 
A«(21} 
A* (22) 
A* (23) 
FOR  J 
CJ> 


1 
NEXT 


TO  23:  HTAB 
1  RETURN 


10:  PRINT  A* 


VIC  20      •      COMMODOR  64      •      ATARI 


THERE  IS  STRENGTH  IN  NUMBERS 

JOIN 

THE  SOFTWARE  CO-OP 

NOW!  For  the  cost  of  a  single  game  cartridge  you 
can  join  THE  SOFTWARE  CO-OP.  tJse  ttie  advantage 
of  bulk-purchasing  and  pay  otily  S1  over  whole- 
sale for  games,  utilities  and  educational  software. 
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and  other  sensational  Co-op  benefits  including  special  swap 
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iuv±v    •    t79  aoaoi/MiAioo    •    oe  oia 


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114     COMPUTE!     November  1983 


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Learning  With  Computers 


Glenn  M  Kleimon 


The  stack  of  new  books  and  magazines  on  my 
desk  fell  over  yesterday.  I  took  that  as  a  sign  that 
I  should  write  about  some  of  them  in  this  month's 
column.  I've  selected  four  publications  that  will 
be  useful  to  many  teachers,  parents,  and  students. 
The  first  two  concern  educational  software,  and 
the  other  two  are  new  dictionaries  of  computer 
terms.  In  future  columns,  I  will  review  new  books 
on  Logo,  teaching  computer  literacy,  and  other 
topics. 

Courseware  Report  Card 

Each  issue  of  the  Courseware  Report  Card  contains 
comprehensive  reviews,  written  by  experienced 
educators,  of  a  variety  of  educational  software 
packages.  All  types  of  educational  programs  are 
reviewed,  including  drill-and-practice,  tutorials, 
simulations,  games,  authoring  systems,  classroom 
management  systems,  and  versions  of  Logo  and 
turtle  graphics.  The  programs  are  for  Apple,  Radio 
Shack,  Atari,  and  Commodore  computers. 

Each  review  begins  with  a  listing  of  the  rele- 
vant subject  areas,  grade  level,  type  of  program, 
hardware  requirements,  price,  and  publisher's 
address.  Then  there  is  a  brief  summary  of  the 
program,  followed  by  a  very  detailed  description 
complete  with  pictures  of  the  screen  displays. 
Finally,  there  is  an  evaluation,  divided  into  ratings 
of  the  program's  overall  performance  and  content, 
ease  of  use  (for  both  students  and  teachers),  error 
handling,  appropriateness  as  a  computer  activity 
for  students,  documentation,  and  educational 
value.  In  each  category,  the  program  is  given  an 
A  to  F  grade,  and  the  reviewer  explains  why.  A 
summary  box  displays  the  grades  on  each  of  the 
six  criteria. 

I  find  the  reviews  in  the  Coursezvare  Report 
Card  to  be  more  useful  than  any  others  I  have 
seen.  I  like  having  a  description  of  the  program 
separate  from  the  evaluation,  and  the  screen  pic- 
tures help  me  get  a  better  idea  of  how  the  program 
looks.  1  also  like  the  fact  that  the  reviewers  explain 
the  grade  they  give  the  program  on  each  of  the 
criteria,  so  you  can  determine  whether  you  agree 
with  their  views.  This  is  especially  important  for 

116    COMPUTE!    November  1983 


the  appropriateness  and  educational  value  criteria, 
since  educators  disagree  about  the  educational 
value  of  different  activities  and  about  which  types 
of  programs  take  best  advantage  of  computers. 

Cotirseumre  Report  Card  publishes  two  different 
sets  of  reviews  -  one  for  programs  for  elementary 
school  students  and  the  other  for  secondary  school 
students.  Each  set  can  be  purchased  separately. 
Reviews  are  published  five  times  during  the  school 
year,  with  at  least  20  reviews  each  time.  Each  re- 
view is  self-contained  and  three-hole  punched,  so 
you  can  conveniently  file  your  copies  by  subject 
area,  grade  level,  hardware  compatibility,  or  how- 
ever you  choose. 

Coursezuare  Report  Card  is  published  by  Educa- 
tional Insights,  Inc.,  150  West  Carob  Street,  Comp- 
ton,  CA  90220. 

Courseware  In  The  Classroom 

Courseware  in  the  Classroom:  Selecting,  Organizing 
and  Using  Educational  Softivare,  by  Ann  Lathrop 
and  Bobby  Goodson  (published  by  Addison- 
Wesley,  1983),  would  be  useful  to  anyone  con- 
cerned with  finding  and  evaluating  educational 
software.  This  book  is  divided  into  six  sections. 

Section  1  presents  an  overview  of  how  com- 
puters can  be  used  in  all  areas  of  the  curriculum. 

Section  2  discusses  six  categories  of  software: 
(1)  reinforcement  and  remediation  (that  is,  drill- 
and-practice);  (2)  tutorials;  (3)  simulations  and 
demonstrations;  (4)  problem-solving  (for  example, 
Logo,  logic  games);  (5)  program  development 
aids  (PILOT,  shell  games);  and  (6)  tools  for 
teachers  (for  example,  classroom  management 
and  material  preparation  programs). 

Section  3  focuses  on  criteria  for  evaluating 
courseware.  The  authors  begin  by  discussing  the 
most  important  general  questions  to  ask:  "Does 
the  software  meet  specific  instructional  objec- 
tives?" and  "Does  it  take  good  advantage  of  the 
computer's  capabilities?"  They  emphasize  that 
there  is  no  point  in  using  computers  for  activities 
that  could  be  done  just  as  well  without  them. 
They  go  on  to  discuss  other  criteria  for  content; 
screen  formats;  ease  of  use  for  students  and 


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teachers;  types  of  feedback  the  program  supplies; 
use  of  motivational  devices  such  as  graphics, 
sound,  and  competition;  technical  quality;  in- 
structions; and  printed  documentation,  they 
point  out  that  the  reviewer  must  decide  which 
criteria  are  most  important  for  particular  types  of 
programs,  groups  of  students,  and  classroom 
situations. 

Three  evaluation  forms  are  given,  with  exam- 
ples of  how  they  can  be  used.  These  forms  were 
developed  by  the  Northwest  Regional  Laboratory 
in  Portland,  Oregon;  the  National  Council  of 
Teachers  of  Mathematics;  and  the  California  Li- 
brary Media  Consortium  for  Classroom  Evaluation 
of  Microcomputer  Courseware. 

Section  4  covers  the  details  of  organizing  and 
running  a  courseware  library. 

Section  5  contains  a  directory  of  recom- 
mended courseware.  The  authors  give  a  brief 
description  of  each  program,  with  the  information 
necessary  to  obtain  it.  They  do  not  provide  their 
own  reviews,  but  give  references  to  reviews  that 
have  appeared  in  magazines  and  other  publica- 
tions. Only  programs  that  ha\'e  received  positive 
reviews  are  listed. 

Section  6  consists  of  appendices  containing 
copyright  regulations;  sources  of  evaluation 
guidelines,  courseware  reviews  and  courseware 
directories;  and  policies  and  procedures  for  se- 
lecting instructional  materials. 

The  Courseware  Report  Card  and  Courseware  in 
tlie  Classroom  are  mutually  complementary.  The 
former  provides  detailed  reviews,  and  the  latter 
provides  information  about  doing  your  own  re- 
views and  finding  other  published  reviews.  Both 
publications  will  help  educators  find  the  software 
they  need  to  make  good  use  of  computers  with 
their  students. 

Dictionaries  Of  Computer  Terms 

A  great  many  dictionaries  of  computer  terms  are 
available.  Some  are  intended  for  children,  some 
for  adults  who  are  novice  computer  users,  and 
some  for  computer  science  professionals. 

My  pet  peeve  about  computer  dictionaries  is 
what  I  call  "recursive  definitions."  These  define 
technical  terms  by  using  other  technical  terms. 
You  look  up  a  word,  and  the  definition  contains 
several  words  that  you  don't  know.  You  look  up 
each  of  these  in  turn,  but  their  definitions  contain 
more  words  you  don't  know.  For  example,  one 
dictionary  defines  instruction  as  follows: 
Data  which  causes  a  computer  to  carry 
out  an  operation  and  specifies  the  values 
or  locations  of  all  operands.  A  program 
controller  examines  each  instruction  and 
initiates  the  specified  action.  An  instruc- 
tion usually  contains  an  operator  (indi- 
cating the  type  of  command)  and  one  or 

118    COMPUTS!    November  1983 


more  address  parts,  and  sometimes  a  tag. 

The  italicized  words  are  defined  elsewhere  in 
the  dictionary.  How  many  people  who  looked  up 
the  meaning  of  "instruction"  in  a  computer  dic- 
tionary would  know  the  computer  jargon  mean- 
ings of  "locations,"  "operands,"  "address,"  and 
the  other  terms?  If  you  are  dedicated,  you  might 
look  up  each  of  these  words  and  then  look  up  the 
technical  terms  used  in  defining  them.  You  might 
keep  pursuing  this  through  several  levels  of  defi- 
nitions and  then  try  to  finally  figure  out  the  mean- 
ing of  the  original  word  in  which  you  were  inter- 
ested. However,  I'd  prefer  a  trip  to  the  bookstore 
in  search  of  a  new  dictionary. 

By  the  way,  for  those  of  you  who  are  not 
familiar  with  the  concept  of  recursion,  a  recursive 
procedure  is  one  that  can  "call  itself."  Think  of 
yourself  as  using  afind-the-meaning-of-a-word  pro- 
cedure. One  part  of  this  procedure  would  tell  you 
that  if  a  definition  contains  a  word  you  do  not 
know,  you  put  the  original  word  on  hold  and 
apply  your  find-the-meaning  procedure  to  the 
new  word.  That  is,  the  procedure  reapplies  itself 
to  a  new  word  -  an  example  of  recursion.  When 
you  find  the  meaning  of  the  new  word,  you  return 
to  trying  to  understand  the  meaning  of  the  original 
one. 

I  have  recently  obtained  two  dictionaries  that 
have  mostly  accurate  and  understandable  defini- 
tions. Both  are  careful  to  provide  clear  examples 
and  minimize  the  use  of  technical  terms  in  defini- 
tions. For  example,  here  are  the  definitions  of 
"instruction"  from  the  two  dictionaries: 

A  single  operation  to  be  executed  by  the 

computer.  Instructions  may  move  data, 
perform  arithmetic  and  logic  functions, 
control  I/O  devices,  etc.  A  sequence  of 
instructions  forms  a  program. 

A  single  order  that  tells  the  computer  to 
carry  out  some  specific  task.  An  instruc- 
tion in  a  program  might  tell  the  computer 
to  operate  a  line  printer,  add  two  num- 
bers together,  store  information  in  mem- 
ory, or  to  perform  any  one  of  a  number 
of  other  functions.  Each  instruction  must 
be  retrieved  from  memory,  decoded  and 
executed  by  the  computer's  central  pro- 
cessing unit.  A  program  is  simply  a  series 
of  instructions  designed  to  solve  a  prob- 
lem or  accomplish  a  task. 

The  first  definition  is  from  the  Illustrated  Com- 
puter Dictionary,  by  the  editors  of  Consumer  Guide 
(Exeter  Books,  1983).  This  dichonary  is  intended 
for  computer  novices.  The  second  definition  is 
from  A  Dictionary  of  Computer  Words,  by  Robert 
W.  Bly  (Dell  Publishing  Company,  1983).  This 
one  is  designed  for  students  and  contains  many 
good  analogies  and  humorous  illustrations.        © 


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Of  course  Monkeymath  helps  give  your  child  a  better 
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Bucky  And  The  Turtle: 

Exploring  The  Geometry  Of  Thinking 


The  philosopher,  mathematician,  inventor,  and 
citizen  of  the  whole  earth  -  R.  Buckminster  Fuller 
-  died  this  past  July  at  the  age  of  86.  Bucky  influ- 
enced many  people  through  his  mathematical 
discoveries,  and  delighted  millions  more  through 
his  designs  resulting  from  these  discoveries.  The 
geodesic  dome  stands  as  the  most  easily  recog- 
nized of  his  creations. 

While  we  can  appreciate  the  results  of  his 
thought,  it  is  especially  valuable  for  readers 
of  this  column  to  acquaint  themselves  with  his 
"geometry  of  thinking"  -  a  philosophy  called 
"Synergetics." 

Synergetics  is  a  mathematical  formalism  that, 
according  to  Fuller,  embodies  the  design  princi- 
ples of  the  physical  universe.  His  exposition  of 
these  principles  formed  the  subject  of  two  books. 
Synergetics  and  Synergetics  2  (Macmillan,  1975  and 
1979,  respectively).  While  many  people  marvel  at 
the  beautiful  simplicity  of  the  geodesic  dome  or  of 
the  tensegrity  structures  Fuller  discovered,  few 
have  taken  the  time  to  understand  the  underlying 
mathematical  principles  that  led  to  the  creation 
of  these  structures. 

It  so  happens  that  the  principles  of  Fuller's 
geometry  are  easily  grasped  once  one  realizes 
that  Synergetics  is  identical  to  the  mathematical 
formalism  of  turtle  geometry. 

Process  Descriptions 

In  turtle  geometry  one  deals  with  process  de- 
scriptions rather  than  with  static  descriptions  of 
geometric  figures.  The  two  operators  (FORWARD 
and  RIGHT)  change  the  state  of  the  turtle  and  can 
be  used  to  move  it  anywhere  on  a  surface.  As  a 

120    COMPUTEl    November  1983 


result,  any  static  figure  can  be  equivalently  de- 
scribed by  the  process  that  created  it.  Process- 
based  descriptions  are  central  to  Synergetics  as 
well. 

While  it  is  impossible  to  do  justice  to  the  for- 
malism of  Synergetics  in  the  short  space  of  this 
article,  several  key  concepts  (and  their  equivalent 
expressions  in  turtle  geometry)  will  be  described. 
Each  concept  will  be  presented  first  from  the  per- 
spective of  Synergetics  and  then  from  the  per- 
spective of  turtle  geometry. 

1.  There  is  no  continuum.  There  are  no  solid 
surfaces  in  the  universe,  no  flat  or  smooth  areas. 
Wherever  scientists  have  looked,  they  have  only 
uncovered  localized  energy  fields  which  we  per- 
ceive as  discrete  countable  atoms.  These  atoms 
establish  spatial  relationships  with  other  atoms 
through  mutual  optimization  of  their  energy 
fields.  The  idea  that  the  universe  is  composed  of 
countable  parts,  that  it  is  somehow  granular,  has 
an  interesting  expression  in  turtle  geometry.  Since 
the  turtle  responds  to  one  command  at  a  time, 
either  it  can  move  or  it  can  turn.  The  fact  that  the 
turtle  cannot  turn  while  moving  means  that,  in 
common  with  Synergetics,  turtle  geometry  does 
not  allow  continuous  curved  surfaces. 

2.  Measurements  in  geometry  need  only  two  pa- 
rameters -frequency  and  angle.  These  two  param- 
eters are  sufficient  to  describe  the  location  and 
placement  of  the  nodes  associated  with  the  dis- 
crete quantized  atoms  which  comprise  the  matter 
of  our  physical  universe.  The  process  by  which 
one  can  move  between  any  two  nodes  in  the  uni- 
verse is  capable  of  being  expressed  in  terms  of  a 
combination  of  linear  movements  along  nodes 


3  exceptional  books  join  the  DATAMOST  library. 


Here  is  a  series  of  easj^4&*©ad,  easy  to 
use.  easy  to  understana  Books,  which 
teach  you  how  to  write  usable,  useful 
programs  on  your  computer.  And  you 
don't  have  to  worry  about  irrelevant 
material  which  has  no  interest  for  you, 
because  there  are  three  specific  volumes. 
One  for  the  Apple,*  one  for  the  IBM-PC: 
and  one  for  the  TRS-80r 
In  each  of  these  books  author  Ed  Faulk 
leads  you  through  your  favorite  com- 
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programs  for  it.  As  you  proceed,  interest- 
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and  angular  reorientations. 

In  turtle  geometry,  this  central  concept  is 
expressed  by  the  fact  that  combinations  of  the 
commands  FORWARD  and  RIGHT  are  capable  of 
repositioning  the  turtle  to  any  desired  location. 
Fuller's  use  of  frequency  instead  of  distance  is  a 
result  of  his  desire  to  remove  absolute  scale  from 
his  geometry. 

3.  There  is  no  simultaneity.  The  physical  uni- 
verse is  an  unfolding  scenario  of  nonsimultaneous 
(but  partially  overlapping)  energy  events.  The 
finite  speed  of  light  governs  our  perception  of  the 
physical  universe.  A  pair  of  events  that  appear  to 
be  simultaneous  to  one  observer  will  appear  to  be 
nonsimultaneous  to  a  second  observer  at  another 
location.  Since  nothing  happens  "all  at  once," 
then  all  events  and  structures  are  the  result  of  a 
process  which  created  them.  Traces  of  completed 
events  resulting  from  separate  and  distinct  pro- 
cesses may  appear  similar  to  each  other. 

Simple  Is  Powerful 

A  problem  with  static  descriptions  of  systems  is 
that  they  do  not  preserve  the  details  of  the  pro- 
cesses which  created  them.  Since  the  process  con- 
tains more  information  than  the  static  trace  of  its 
result,  a  process  description  is  inherently  more 
fundamental.  Furthermore,  process  descriptions 
are  often  more  compact  than  static  descriptions. 
This  surprising  result  lends  force  to  the  idea  that 
simpler  descriptions  are  more  powerful. 

Turtle  geometry  defines  objects  through  the 
description  of  the  processes  that  create  them. 
Computer-based  implementations  of  turtle  ge- 
ometry allow  the  explicit  creation  of  procedures  that 
describe  the  steps  needed  to  create  various  geo- 
metrical shapes.  These  procedures  can  often  be 
treated  as  extensions  of  the  computer  language 
itself.  Logo  is  a  prime  example  of  a  language  that 
does  this. 

There  are  many  advantages  of  process-based 
descriptions.  In  conventional  coordinate  geom- 
etry, for  example,  the  static  description  of  a  square 
located  on  a  grid  consists  of  specifying  the  coordi- 
nates of  the  square's  corners. 


(0,50) 

(50,50) 

(0,0) 

(50,0) 

To  create  a  new  square  at  another  location, 
one  must  create  a  new  set  of  coordinates  for  each 
corner.  In  turtle  geometry,  once  one  has  defined 
a  procedure  which  creates  a  square,  additional 
squares  can  be  created  by  moving  the  turtle  to  a 
new  location  and  using  the  "square"  procedure 
at  that  point. 


4.  No  tiao  events  can  occupy  the  same  space  at  the 
same  time.  Two  energy  events  that  are  in  close 
temporal  and  physical  proximity  will  interact  with 
each  other  in  one  of  several  ways,  including: 


W 


a.  tangential  avoidance.  One  event  can  cross 
over  or  under  another  event. 


I!" 


b.  modulated  noninterference.  If  the  energy 
events  consist  of  a  train  of  pulses  and  spaces, 
their  paths  can  cross  in  a  fashion  similar  to 
that  displayed  by  two  rows  of  cars  which  are 
changing  lanes  on  a  freeway. 


:illll> 


c.  reflection.  Two  events  can  reflect  from  each 
other  and  acquire  new  paths. 


122    COMPUTE!    November  1983 


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d,  refractioji.  Two  events  can,  on  achieving 
close  proximity,  perturb  each  other's  path  to 
avoid  a  collision. 


e.  collision.  When  two  energy  events  come 
into  sufficiently  close  proximity,  they  may 
collide  and  smash  into  several  other  energy 
events  which  go  off  in  a  multitude  of  new 
paths. 


f.  attainment  of  critical  proximity.  When  two 
energy  events  become  sufficiently  close,  they 
may  go  into  orbit  around  each  other.  As  a 
result  of  this  coupling,  they  form  a  new 
system. 

There  are  six  ways  in  which  two  energy  events 
can  interact.  There  is  no  way  two  energy  events 
can  occupy  the  same  place  at  the  same  time.  The 
concept  of  a  dimensionless  point  resulting  from 
the  intersection  of  two  lines  is  thus  meaningless 
in  the  physical  universe. 

In  turtle  geometry  a  secondary  consequence 
of  this  concept  is  that  different  procedures  can  be 
used  to  create  figures  which  appear  to  be  identical. 
A  triangle,  for  example,  can  be  created  by  fol- 
lowing a  left-  or  right-handed  path. 

124    COMPUH!     November  1983 


I'V 


Even  though  the  finished  figures  are  identical 
(such  paths  are  called  state  change  invariant),  the 
fact  that  they  result  from  different  procedures  can 
have  important  consequences.  For  example,  an 
assembly-line  robot  that  moves  parts  between 
three  work  stations  will  only  perform  its  job  prop- 
erly for  one  path  description. 

5.  Irrational  numbers  are  unnecessary.  Synerget- 
ics involves  a  system  of  measurement  based  on 
discrete  angles  and  countable  frequency  incre- 
ments. Space-filling  structures  are  formed  from 
poiyhedra,  the  minimum  configuration  of  which 
is  the  tetrahedron.  As  the  frequency  of  a  structure 
is  increased  (by  constructing  poiyhedra  with 
greater  numbers  of  nodes),  one  approaches  the 
construction  of  objects  that  appear  nearly  round. 


These  objects  are  composed  of  a  vast  (but 
countable)  number  of  discrete  chords.  Since  such 
surfaces  can  be  formed  with  any  complexity 
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chords,  there  is  no  need  in  Synergetics  for  irra- 
tional numbers  such  as  pi. 

This  is  easily  demonstrated  in  turtle  geom- 
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might  instruct  it  to  take  360  steps,  turning  by  one 
degree  after  each  step. 


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Circular  paths  with  different  sizes  can  be 
created  by  changing  the  size  of  the  step  or  by 
changing  the  amount  turned  at  the  end  of  each 
step.  Instead  of  deaHng  with  the  concepts  of  di- 
ameter and  area,  turtle  geometry  creates  circles 
through  the  concepts  of  perimeter  and  curvature. 


6.  Meaningful  descriptions  of  processes  are  local. 
Every  celestial  object  is  in  motion  with  respect  to 
every  other  object.  These  motions,  viewed  as  a 
set,  are  nonsimultaneous. 

Furthermore,  the  interactions  of  these  various 
motions  vary  widely  over  the  eons  of  hme.  As  a 
result,  any  meaningful  system  of  geometry  must 
describe  local  processes  without  reference  to  an 
absolute  origin.  A  description  of  a  triangle  must 
describe  only  the  triangle  itself  and  not  be  depend- 


ent on  the  reference  frame  in  which  the  triangle 
is  being  envisioned. 

The  concept  of  local  descriptions  of  geometri- 
cal figures  is  central  to  turtle  geometry.  In  contrast 
to  conventional  coordinate  geometry,  turtle  pro- 
cedures provide  intrinsic  descriptions  of  objects. 
As  mentioned  before,  a  coordinate  representation 
of  a  square  applies  to  that  one  square  only.  The 
points  on  this  one  square  are  fixed  in  relationship 
to  the  origin  of  the  coordinate  system.  In  turtle 
geometry,  on  the  other  hand,  a  square  is  defined 
by  the  local  steps  that  are  needed  to  create  it.  A 
procedure  such  as: 

TO  SQUARE 

REPEAT  4  [FORWARD  25  RIGHT  90] 
END 

will  always  create  a  square  path  regardless  of  the 
turtle's  location  and  orientation. 

If,  as  Fuller  believed.  Synergetics  provides 
the  proper  geometric  framework  with  which  to 
view  the  universe,  then  the  incorporation  of  turtle 
geometry  in  various  popular  and  user-friendly 
computer  languages  promises  to  help  expand  the 
awareness  and  creativity  of  all  its  users.  The  fact 
that  many  of  the  users  of  turtle  geometry  are  chil- 
dren suggests  that  the  child's  view  of  the  physical 
universe  might  have  more  power  than  we  ever  ex- 
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This  rapid-fire  game  tests  your  speed  and  hand-eye 
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"Key  Panic"  is  a  multilevel,  fast-action  game  in 
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Written  on  an  Atari  800,  the  program  has 
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turned  out  to  be  enjoyable  as  a  game,  too,  with 
lots  of  player  options. 

Choose  Your  Bombs 

After  typing  in  the  program,  be  sure  to  SAVE  it. 
When  you  run  Key  Panic,  you  will  be  given  several 
options. 

First,  use  the  SELECT  key  to  choose  one  of 
three  skill  levels.  You  will  probably  have  to  play 
the  game  a  few  times  to  find  the  best  level  for 
you.  Next,  use  the  OPTION  key  to  choose  letters, 
numbers,  or  letters  and  numbers.  This  will  deter- 
mine what  kind  of  "bombs"  you'll  have  to  contend 
with. 

Now  you're  ready  to  play.  Press  START  and 
the  panic  begins.  As  each  character  scrolls  down, 
you  must  identify  it  and  quickly  press  the  cor- 
responding key. 

At  the  bottom  of  the  screen,  you'l!  have  three 
protective  shields.  If  you  miss  the  right  key  or 
hesitate,  the  character  bomb  will  strike  and  destroy 
your  shield  with  a  loud  explosion.  If  you  lose  all 
three  shields,  the  game  ends  and  you  will  receive 
a  score  and  rank. 

If  you're  able  to  fend  off  all  the  characters  in 
the  first  wave  (approximately  50),  there  will  be  a 

128     COMPUTE!     November  1983 


short  pause  before  the  speedier  second  wave  be- 
gins. There  is  a  total  of  five  waves,  each  progres- 
sively faster.  Make  it  through  all  five  waves  and 
you  win.  You'll  then  receive  a  score  and  rank. 
Press  START  for  another  game. 

Atari  Key  Panic 


10 
20 
30 
40 
50 

60 
7  0 
80 
70 


100 


1  10 
120 
130 

140 


150 
160 

170 
1B0 
190 
■200 
210 

220 
230 

240 

2S0 


GOTO  510 

ON  OPT  GOTO  30,40,50 

CHR(Z0)=65+INT(RND(Z0)«26):RETURN 
CHR  <Z0) =4a+INT (RND (Z0)  «i0)  : RETURN 
CHR=INT (RND (Z0) +0. 5) : IF  CHR=Z1  TH 
EN  GOTO  30 
GOTO  40 

POSITION  X,Y:7  # Z6 ; CHARt : RETURN 
POSITION  X,Y:?  « Z6 ; CHR : RETURN 
GOSUB  20:FOR  Y=Z6  TO  Zl  STEP  -Zl: 
CHR  <  Y)  =CHR  (  Y~Z  1  )  :  PDSI"'  ION  Z9,Y:? 
#Z6; CHR* < CHR ( Y) ) : NEXT  Y 
POKE  5  40,  103- (SeL*25) -  (WAVE«Z5)  : 
SOUND  Z0,255-(COUNT*30) ,Z2, Z4+C0 
UNT 

IF  PEEK(540)=Z0  THEN  230 
IF  PEEK (764) =255  THEN  110 
GET  #Z1,KCHR:IF  KCHROCHR  <  COUNT  ) 

THEN  110 
POSITION  Z9, COUNT:?  #Z6;"  "  : CHR ( 
COUNT) =32: SCR=SCR+(CINW*SEL):P03 
ITIDN  Zl,23:?  # Z6 ; SCR : C I NW=C I NW+ 
Z  1 

IF  CINWO50  THEN  190 
SOUND  Z0, Z0, Z0, Z0: X=Z9: FOR  Y=Z1 
TO  Z6:CHAR*="   ":GOSUB  70:NEXT  Y 
WAVE=WAVE+Z 1 : IF  WAVE=Z6  THEN  320 
GOTO  760 

IF  PEEK (540) < >Z0  THEN  210 
GOTO  90 

IF  COUNT<>Zl  THEN  COUNT=CDUNT- Z 1 
: GOTO  110 
GOTO  190 

IF  CQUNT<>Z6  THEN  C0UNT=C0UNT+2 1 
:GOTD  90 

SOUND  Z0, Z0, Z0, Z0: X=Z9: FOR  Y=Z1 
TO  Z6:CHAR*="   " : SOSUB  70:NEXT  Y 
COL=48:FOR  X=Z1  TO  200  STEP  10:P 
OKE  712,COL:POKE  710,COLjFOR  Y=Z 
1  TO  22:S0UND  Z3 . X + Y , 8 , 1 5 : COL= I N 
T (RND ( Z0) +0. 5) 


SCOTX  FORESMAN  PROBE 

EASY  AS  PIE! 
ITSSASft 


Unlock  the  full  potential  of  you| 
computer;  and  satisfy  your  ,  | 
family's  learning  appetite,      g 

PROBE  makes  beginning  Basic  ^ 

Programming  as  easy  as  pie. 

Scott,  Foresman's  approach  blends 
hands-on  training  with  self- 
instructional  activities.  From  the 
first  minute,  PROBE's  easy  to 
follow  format  shows  you  how  to 
turn  your  computer  into  a 
productive  working  tool.  Learn 
simple  exercises  like  "Teaching 
the  Computer  to  COUNT." 
Discover  how  to  DEBUG.  Create 
exciting  graphics,  sounds,  and  animation. 

There's  even  a  Helper's  Manual  with 
answers  to  all  the  questions. 

PROBE  is  available  for  four  different  age 
levels,  ranging  from  five  years  to  adult.  There's 
nothing  else  on  the  market  like  PROBE. 

SCOTT,  FORESMAN . . . 

Products  with  tomorrow  in  mind. 


"^ 


n 


n^ 


THERE'S  MORE  TO  PROBE 
THAN  MEETS  THE  EYE. 

Workbook.  Helper's  Manual, 
a  wall  chart  ,Tof  computer 
commands,  fl"  x  16"  keyboard 
wall  chart,  SO-sheet  pad  of  screen 
grids,  and  ijiskette.  Available  for 
six  popular'personal  computers. 


Buy  PROBE  wherever  quality 
software  is  sold  or  write: 

Scott,  Foresman 

and  Company 

Electronic  Publishing  Division 

I9(X)  East  Lake  .'\venue    Glenview,  IJIinoii.  60025 


VIC  Typo  Invaders 

Kent  S  Brewster 

This  game,  similar  in  concept  to  "Atari  Key 
Panic,"  was  written  for  the  unexpanded  VIC.  It 
not  only  plays  fast,  but  also  improves  typing 
skills.  ' 


The  Protection  Of  QWERT 

Your  mission  in  "Typo  Invaders"  is  to  protect 
the  city  of  QWERT  from  the  fatal  alphabet 
bombs.  As  each  letter  drops,  press  the  ap- 
propriate key  before  the  bombs  explode  in 
the  city. 

With  each  pass,  the  bombs  drop  from  an 
increasingly  lower  altitude.  At  the  start  of 
the  game,  you  must  choose  a  difficulty  level 
(0  to  9).  Points  are  awarded  according  to  this 
level  as  well  as  the  distance  from  the  city 
when  a  bomb  is  destroyed.  The  game  ends 
when  QWERT  is  destroyed. 

The  program  uses  approximately  2700 
bytes,  which,  of  course,  works  fine  with  an 
unexpanded  VIC.  However,  if  your  VIC  has 
8K  or  more  expansion,  change  line  100  to: 

100  SC  =  4095:CC  =  37887 

Repeated  exposure  to  Typo  Invaders 
may  have  certain  positive  educational  effects, 
such  as  a  drastic  increase  in  typing  speed. 
IVIy  top  score  is  3641,  but  I  expect  that  to  be 
beaten  handily  by  any  competent  touch- 
typist. 

If  you'd  rather  not  type  in  this  VIC  pro- 
gram, send  $3,  a  blank  tape,  and  a  SASE  to: 
Koil  S.  Breicster 
1152  SnoivberryCt. 
Sunnyvale,  CA  94087 

VIC  Typo  Invaders 

1  REM  ********************** 

2  REM  *{3  SPACES}TYP0{2  SPACES] INVADERS 
{3  SPACES]* 

7  REM  ********************** 

8  : 

9  REM  ***  STARTUP  *** 

10  PRINT" [CLR}":P0KE36879,25!PRIHT"NEED  I 
NSTRUCTIONS(y/N)" 

20  GETA?:IFA?=""THEN20 

30  IFA$="Y"THEN530 

40  IFA$="N"THEN60 

50  GOTO20 

60  PRINT" {CLR} ": PRINT" ENTER  DIFFICULTY  LE 

VEL£10  SPACES} 0-9" 
70  PRINT" (0=HARDEST,  9=EASIEST) 
80  GETDI$:IFDI$=""THEN80 

88  : 

89  REM  ***  INITIALIZE  VARIABLES  *** 


9e  D=VAL(DI$) :CP=495:DL=21 :CS=486 :CE=506 ; 
Sl=36876:V=36878:WN=36a77 :S=0 

98  : 

99  REM  ***  MEMORY- DEPENDENT  VARIABLES  *** 

100  SC=7679:CC=38399 

108  : 

109  REM  ***  SET  UP  SCREEN  *** 

110  POKEV, 15  SPRINT" tCLR}" 
120  GOTO330 

128  : 

129  REM  ***  PICK  A  RANDOM  LETTER  *** 

130  NL=CS-(DL*22)-l:OL=NL 
140  R=INT(RND(0)*25+2) 

150  0L=0L+1 :NL=0L: IFNL=CE- ( DL*22) THEN380 

158  : 

159  REM  ***  MAIN  LOOP  *** 

160  POKESC+NL, R:P0KECC+NL,6:P0KES1,255-BL 
/22 

170  F0RI=1T0D*  5+1 : NEXT 

180  POKESC+NL ,32: POKECC+NL , 1 

190  NL=NL+22 

200  IFNL>484THEN340 

210  GOTO230 

220  GOTO160 

228  : 

229  REM  ***  GET  PLAYER'S  KEY  *** 

230  GETA?:IPA9=""THEN220 
240  IFCHR$(R+64)=A$THEN260 
250  GOTO160 

258  : 

259  REM  ***  EXPLODE  LETTER  *** 

260  POKESC+NL , R+ 1 2  8 : POKECC+NL , 1 
2  70  POKES1,0:POKEWN,2  55 

280  FORX=15TO0STEP-1: POKECC+NL, 2 

290  P0KEWN,255-X:F0RI=1T025:NEXTI:P0KECC+ 

NL,1:F0RI=1T02  5 :NEXTI;NEXTX 
300  POKEWN,0:POKEV, 15 :POKESC+NL, 32 
308  : 

310  S=S+10-D+(22-INTCNL/22))+22-DL:GOSUB4 

40 
318  : 
320  GOTO140 

329  REM  ***  SET  UP  CITY  *** 

330  F0RI=CST0CE-1 ; POKESC+ 1,12  7: POKECC+I , 6 
:NEXT:GOTO130 

338  : 

339  REM  ***  EXPLODE  CITY  BLOCK  *** 

340  POKESl , 0 : POKESC+NL, 255 : POKECC+NL, 5 jPO 
RX=:10TO1STEP-1 

350  POKEWN, 180+X* 5: POKESC+NL, 127 :POKECC+N 
L, 4 : FORI=1TO50 : NEXT : POKESC+NL, 255 : POK 
ECC+NL, 3 

360  F0RI=1 TO50 ; NEXTI : NEXTX : POKESC+NL, 32 ! P 
OKEWN,0 

370  GOTO140 

378  : 

379  REM  ***  END  THIS  PASS,  SET  UP  NEXT  PA 
SS  *** 

380  NH=0:FORI=CSTOCEjP=PEEK{SC+I) :IFP=32T 
HEN400 

390  NH=NH+1 : IFI=CETHEN410 
400  NEXTI 
410  IFNH=0THEN480 
420  DL=DL-1 : IFDL=3THENDL=4 

430  N=INT(NH/2) :CS=CP-N+1:CE=CS+NH: PRINT" 
{ CLR } " : GOSUB440 : G0T03  30 

438  s 

439  REM  ***  PRINT  SCORE  *** 

440  PRINT"{BLK) {home)"; 

450  S$=STR$(S) :LS=INT(LEN(S$)/2) 

460  FORI=1TO10-LS: PRINT" {RIGHT}"; ;NEXT 


130     COMPUTE!     November  1983 


It^s  still  around  if 
you  know  where 
to  look. 

We  are  Kangaroo^"  Inc., 
dedicated  to  just  plain  tun  for 
kids  3  to  8  years  old, 
Jeepers  Creatures™  -  30  basic 
animals  with  interchangeable 
heads,  torsos,  and  legs  or  tails. 
Create  an  owligator  or  an  octo- 
catfish  or  one  of  over  26,000 
funny  colorful  combinations  in 
this  goofy  collection  of  mixed 
up  animals, 

My  House-My  Home^^  -  Let's 
move  into  the  house  on  Some- 
where Street.  It's  ready  for  fur- 
nishing and  family.  Oops,  you 
put  the  kitchen  sink  in  the 
bedroom  and  Aunt  Nellie's  bed 
in  the  kitchen.  That's  silly, 

Jeepers  Creatures  and  My 
House-My  Home  have  no  win- 
ners or  losers,  no  right  or  wrong 


answers,  no  high  scores  to  beat, 
just  hundreds  of  hours  of  crea- 
tive play. 

Give  your  child's  imagination 
a  boost  with  Kangaroo  games 
designed  for  Apple  and  Atari 
computers. 


Jeepers  Creatures  and  My  House-My 
Home  are  each  available  for  $34.95 
at  your  software  dealer  or  from 
Kangaroo,  Inc.,  332  South  Michigan 
Ave.  Suite  700,  Chicago,  IL  60604,  (312) 
987-9050.  Visa,  MasterCard  and  personal 
checks  accepted. 


\  kANQAROO™       ^o^  ^  pocket  full  of  fun. 


:  19B3  Kangaroo  Inc. 


What 


toffist 


Apple  is  a  regi$lQr@d  trademarK  of  Appt^ompjters,  Inc.     Alan  is  3  registered  trademark  of  Atari,  Inc.    Graphics  created  wlin  Per^guli^oftware's  Graptiics  Magician. 


470 
478 
479 
480 
490 
500 
510 
520 
528 
529 
530 

540 

550 


560 

570 

580 

590 

600 
610 


PRINTS?: RETURN 

REM  ***  END  GAME  *** 

PRINT"WANNA  PLAY  AGAIN?(y/N)" 

GETA$:IFA$=""THEN490 

1FA$="Y"THEN10 

IFA$="N"THENPRINT"BYE1";END 

GOTO490 

REM  ***  INSTRUCTIONS  *** 

POKE36865, 130: PRINT" EBLK) {5    SPACES}TY 

PO  INVADERS" 

PRINT: PRINT "{RED] TYPOGRAPHICAL  ERRORS 

ARE  FALLING  FROM  ANOTHER  GALAXY." 
PRINT: PRINT"  {BLU) DESTROY  AS  MANY  AS 
{SPACE} POSSIBLE  BY  HITTING  THE  PROPER 

KEY." 
PRINT:PRINT"{PUR]AS  THE  INVASION  CONT 
INUES,  LETTERS  WILL  DROP  FROM  LOWER  L 
EVELS." 

PRINT: PRINT "{RED} THE  GAME  ENDS  WHEN  T 
HE  ENTIRE  CITY  IS  WIPED {2  SPACES} OUT. 

II 

PRINT: PRINT"  {BLK} PRESS  A  KEY  TO  GO  0 

N  " 

FORI=130TO25STEP-1 : POKE36865 , I :F0RX=1 

TO 5: NEXT: NEXT 

GETA$ : IFA?=" "THEN600 

GOTO60 


260 
270 
280 

290 

300 
310 
320 

330 


340 

350 
360 

370 

3B0 

390 
400 
410 
420 

430 

440 

450 

460 
470 

480 


THEN 


IB0 


POKE 


IF  COL=Z0 

C0L=48 

NEXT  Y:NEXT  X : POKE  712, Z0 

10,Z0:SOUND  ZP,Z0,Z0,Z0 

Y  =  SHY:  X  =  Z0:  CHfiR*="  <:20  SPACES  >  "  : 

SUB  70: SHY=SHY-Z 1 

IF  SHYOZ6  THEN  760 

GOTO  350 

X=Z2:Y=Z5:CHAR*="YQU":GDSUB  70: 

=14:Y=Z5:CHAR*="WIN! ":GOSUB  70 

FOR  X=Z1  TO  25:F0R  Y=Z1  TO  20:N 

XT  Y: PT  =  50+INT CRND ( Z0)  *  100)  : COL 

Z6+16*INT<RND(Z0)*16) 

SOUND  Z0, PT, 10, B: POKE  7i0,CDL:P 

KE  712,C0L;NEXT  X:SOUND  Z0,Z0,Z 

,Z0:POKE  710,Z0:POKE  712,  Z0 

IF  SCR<HSCR  THEN  380 

X=13:Y=Zl:CHfiR*="HIGH":GDSUB 

Y=Z2: CHAR«="SCORE: " : GDSUB  70 

Y=Z3:HSCR=SCR:CHR=HSCR:G0SUB 

IF  SCR<4000  THEN  RANK*="SQ1 

<:3  SPACESJ  "  :  GOTO  440 

IF  SCR<6125  THEN  RANK*=  "M  j;PIJ>la 

GOTO  440 

THEN 


7 
GO 


70: 


80 


IF  SCR< 12250 
:60T0  440 
IF  SCR< 17000 
: GOTO  440 
IF  SCR< 18375 
: GOTO  440 
RANK«="[a3lI 
?  ■'  tS  SPACES 


RANK*="H3!B 


THEN  RANK»="[IIiI31 


THEN  RftNK$  =  "t:klJ.TI. 


ai 


■lliii:ia<:6  SPACES!  RANK 


ii>     SPACES>NEW  GAME" 

•^  "{5  spaces:  asigc  6  spaces:-"; 
K*;"<:5  spaces:  PUSH  amgii" 

POKE  540, 100 

IF  PEEKC540)<50  THEN  X=Zl:Y=r 

AR*="<5  spaces: ": SOUND  Z0,Z0, 

Z0:GOSUB  70 

IF  PEEK (53279) =Z6 


RAN 


:  C\- 

Z0, 


:CHAR*="{3  SPACES: ": GOSUB  70:X=1 
4:V=Z5:CHAR«=" C4  SPACES :":GOSUB 
70: GOTO  600 
490  IF  PEEKC540)=Z0  THEN  CHR=SCR:GOS 
UB  S0:SuUND  Z 0 , 1 05 , 1 2 , Z 4 : GOTO  46 

0 

500  GOTO  470 

510  Z0=0: Z1=1:Z2=2:Z3=3:Z4=4:Z5=5:Z6 

=6:Z9=9:SEL=Zl:aPT=Zl:HSCR=2  0 
520  DIM  RANK* ( 10) , CHR (8) , CHAR* (20) , S 

EL* (10) , OPT* (13) 
530  OPEN  ttZ 1 , Z4, Z0, "K: " : POKE  82, Z0 
532  GRAPHICS  1 8 ; X = Z6 : Y = Z 2 : CH AR*= " ' P A 

NIC ":60SUB  70:Y=Z4:CHARt="REV. 

0.0": GOSUB  70: Y=Z6:CHAR*=  "0  6/29/ 

32": GOSUB  70 

534  FDR  X=Z1  TO  750;NEXT  X 


540 

545 
550 
560 
570 

5B0 
600 

610 

62e 

63  0 
640 
650 
660 
670 
680 
6  90 


700 

710 
7  20 

730 

740 
750 
7  60 


770 


6: POKE 
71 1 , 54: 


70 

PO 


UB 


GRAPHICS  Z2:POKE  703,1; 

9, 202: POKE  7  10, Z0: POKE 

KE  7  12, Z0 

I=PEEK(16) : IF  I>127  THEN  1=1-128 

:PDKE  16, I: POKE  53774,1 

Y=Z6: X=Z0: CHAR*=" <7  TABJ 

{5  SPACESJCB  TAB>":GOSUB  70 

X  =  Z0:Y  =  Z0:CHAR*="<:2  0  TAB  J  ":G  OS 

70 
X=7:F0R  Y=Z1  TO  Z 6 : CHAR«= " C UP> 
CS  SPACES:-  -cleft:  ":  GOSUB  70:NEX 
Y 

X=Z1:Y=Z2:CHAR*=" SCORE:": GOSUB 
0 

SOUND  Z0, Z0, Z0 , Z0: FOR  Y=7  TO  Z 
X=Z0: CHAR*=" {20  O": GOSUB  70: N 
T  Y 

X  =  Z1:Y=Z3:CHAR*="<:5  SPACES  :-":G 
UB  70 

WAVE=Z1:SHY=Z9:SCR=20:X=Z1:Y=Z 
CHR=SCR: GOSUB  80 

X=53279:PaKE  X.8:P0KE  752, Zl 
SOUND  Z0, 40, Z4, Z4 
IF  SEL=Z4  THEN  SEL=Z1 
ON  SEL  GOSUB  2000,2010.2020 
IF  OPT=Z4  THEN  DPT=Z1 
ON  OPT  GOSUB  2030.2040,2050 


9: 
EX 

OS 


?  "-tCLEAR^-OaSHjIIB  " 
on  "  ;  OPT*:  ?  :  ?  "  <;  1  1 
HHSCr  TO  BEGIN" 
FOR  Y=Z1  TO  100:NEXT  Y 
IF  PEEK(X)=Z6  THEN  750 

PEEK  (  X  )  =Z5 

650 

PEEK  (  X ) =Z3 


SEL*; 


snm 


SPACES5PUSH  D 


THEN  SEL  =  SEL-»-Zl 


THEN  DPT=0PT+Z1 


Z0 

•7   • 


<7  spaces:en 
"  ; wave: gosub 


THEN  X=Z2:Y=Z5 


780 
1000 

1200 
2000 
2010 
2020 
2030 
2040 
2050 
3000 


IF 

TO 

IF 

TO  670 

GOTO  710 

SOUND  Z0 , Z0 

?  "  -cclear:-  " 
ring  wave  number 

000:?  "-[CLEAR:-" 

POKE  764, 255: CINW=Z 1 : C0UNT=Z1 : 

Z9:FDR  Y=Z0  TO  Z6: CHR ( Y ) =32 ; NE 

Y 
GOTO  90 

POSITION  X,Y:?  # 6 ; CHR* ( CHR ) : R 

URN 

ON  DPT  SOTO  1210,1220,1230 


GO 
GO 


TE 
3 

X  = 
XT 


ET 


SEL«  = 
SEL*  = 

SELt  = 
OPT*  = 
OPT*  = 
OPT*  = 
FOR  X 


BEGINNER  ":RETURN 
AVERAGE  ": RETURN 
EXPERT  ": RETURN 
LETTERS" : RETURN 
NUMBERS" : RETURN 
LETS.  Si  NUMBS.  ":  RETURN 
1  TO  450:NEXT  XiRETURN 


132     COMPUTE!     November  1983 


CDiTlPUTER  HDUSE,  IHC. 


EXCITING  NEW 
CONCEPTS  IN 
EDUCATION 

•  Toddler  Tutor* 

•  Primary  Math 
Tutor* 

•  Math  Tutor* 

•  English  Invaders 
Games* 

•  Sketch  &  Paint* 


ARCADE  STYLE  GAMES 

•  Supercuda* 

•  Pegasus  Odyssey* 

•  Ape  Craze* 

•  Escape  MCP* 

•  Maelstrom* 

•  Firing  Line* 

•  Pakacuda* 

•  Centropods* 


HOME  UTILITIES 

•  Home  Accounting! 

•  Stock  Accounting  t 

•  Basic  Toolst 

•  Multi- Level 
Marketing  Manager 
(Direct  Selling)  t 

•  Cash  Managerf 


Serving  the  Needs  of  Commodore 
Computers  for  Four  Years.  Call  for 
the  Dealer  or  Distributor  Nearest 
to  You. 


t  Commodore  64' 
vVIC  20" 
•Both 


cnmrn  *  oflTfl 

campuTER  HDUSE,  mc. 

320  Summit  Avenue 

Milford,  Michigan  48042 

(313)  685-0113 

Arcade  Style  Games  are  High  Res  Full  Machine  Code. 
Commodore  64  and  VIC  20  are  Registered  Trademarks  of  Commodore  Business  Machines,  Inc. 


Computers  And  Society 


Dovid  D  Thornburg,  Associote  Editor 


This  two-part  series  on  program/languages  began  in 
last  month's  column  with  a  discussion  0/ VisiCalc  mtd 
Rocky's  Boots.  The  concluding  column  examines  the 
program  Dancing  Bear  as  a  language  and  explores  the 
potential  injpact  of  these  types  of  languages. 


That's  Not  A  Program,  That's  A 
Language 

In  last  month's  column,  I  explored  the  idea  that 
some  software  offerings  that  we  might  consider 
application  programs  are,  in  reality,  computer 
languages.  In  order  for  me  to  conclude  that  a  pro- 
gram is  a  language,  it  must  have  the  following 
characteristics: 

1.  A  computer  language  must  allow  the  user 
to  create  computer-based  activities  that  are 
custom-tailored  to  the  user's  needs. 

2.  The  language  must  have  a  vocabulary  and 
a  grammar. 

3.  The  user  should  be  able  to  edit  and  save 
his  or  her  program. 

4.  The  user  should  be  able  to  run  the 
program. 

I  have  read  recently  that  some  people  think 
of  word  processing  programs  as  languages.  I  dis- 
agree with  this  assessment  of  word  processors 
since  the  word  processor  doesn't  use  the  user's 
text  to  control  the  computer's  activities.  A  word 
processor  is  simply  a  program  designed  to  let 
users  create  text  files  that  can  be  printed  out.  Ad- 
mittedly, there  are  word  processors  that  allow  the 
creation  of  user-defined  "macros"  to  perform 
complex  formatting  functions.  But,  while  these 
macros  are  computer  programs,  this  function  is 
not  a  pivotal  part  of  most  word  processing 
systems. 

Dancing  Bear  As  A  Language 

One  program  that  is  most  definitely  a  language  is 
Dancing  Bear  from  Koala  Technologies. 

134    COMPUTE!    Novembet  1983 


Koala  is  the  manufacturer  of  the  low-cost 
KoalaPad  Touch  Tablet  which  allows  the  simple 
use  of  a  finger  or  stylus  to  convey  position  infor- 
mation to  the  computer. 


One  of  the  features  of  this  device  is  its  use  of 
overlays  that  let  the  tablet  be  used  both  as  a 
graphics  or  position  input  device  and  as  a  special- 
purpose  keyboard. 

Dancing  Bear  (currently  available  for  the  VIC) 
is  a  program  which  lets  the  user  make  an  animated 
bear  do  a  dance  on  the  display  screen.  The  stage 
on  which  the  bear  dances  can  be  decorated  with 
props  by  the  user,  and  the  bear  can  dance  to  user- 
defined  music.  This  program  (developed  by  Audio 
Light)  uses  the  KoalaPad  for  all  its  input. 

To  see  why  this  program  is  a  language,  we 
will  briefly  examine  how  it  is  used. 

Creating  A  Dance  Program 

Dancing  Bear  uses  the  tablet  overlay  shown 
below. 


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Here  are  four  software 
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A  BASIC 
COMPILER 
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ABC  (A  BASiC 
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runs  up  to  12  times 
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or  no  modification.  Compiled  P-code 
is  a  self-standing  DOS  object  module 
that  is  unLISTable  and  runs  without 
the  BASIC  cartridge. 

ABC  allows  expressions  in  DIM, 
GOTO,  GOSUB,  and  RESTORE  state- 
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MAKEBOOT  lets  you  create  self- 
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FOR  PRE-SCHOOLERS 

Monarch  is  proud  to  present  SofToy. 
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enough  to  act  simple. 

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letters,  numbers,  even  elementary 
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TOOLS  FOR  THE 
SERIOUS  USER 

Power  Toote  /  combines 
four  sophisticated  text 
processing  tools  on  one 
easy-to-use  utility  disk. 

D/FF  shows  you 
differences  between 
two  ATASCII  text  files: 
for  example,  changes 
you  made  in  a  pro- 
gram or  document 
from  one  version  to  the 
next. 

Manually  searching 
for  a  particular  text  file 
can  take  hours.  But 
now,  with  SEARCH, 
you  specify  a  search 
string  and  a  list  of  files. 
SEARCH  examines  the 
files  and  points  out  which 
ones  have  that  string.  You'll 
never  lose  your  Fudge 
Brownie  recipe  again! 
CHANGE  IS  a  powerful 
search  and  replace  utiiity  that 
operates  on  multiple  files  with 
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could  change  character  names 
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command,  even  if  each  chapter  is  a 
separate  file. 

The  special  pattern-matching  and 
multiple  disk  capabilities  of  SEARCH 
and  CHANGE  are  an  added  plus. 

TRANSUT  \e\s  you  swap  one  char- 
acter set  for  another  (for  example, 
upper  case  for  lower  case)  throughout 
a  file  with  one  command. 

PowerTools  I  is  ideal  for  professional 
business  and  software  development 
text  applications.  40K  Disk  $34.95. 

Look  for  Itiese  fine  products  al  your  nearest  ATARI 
dealer,  or  order  direct  I  nclude  $2  00  for  shipping  and 
handling  in  US  Canada,  Checks  or  money  or- 
ders accepted.  fylasierCarcJA/isa  add  3%. 
COD  higfier  MA  residents  add  5%  lax. 
Dealer  and  distributor  inquiries 
invited,  ATARI  IS  a  trademark 
of  Aiari.  Inc  ABC.  Makeboot. 
PowerTools.  and  SofTovare 
trademarks  of  Ivlonarcti  Data  Systems,  Inc, 


MONARCH  DATA  SYSTEMS 

MONARCH  DATA  SYSTEMS,  INC.,  PO.  Box  207,  Cochltuate,  MA  01778  (617)  877-3457  Copyright  ©  1983  by  Monarch  Data  Systems,  Inc. 


NEW     I    NEXT    m  DANCE 


t 


DELETE 

REPEAT 

INSERT 


HHHQSHHJ 

1.,=»T.«»  123  [^  [^  (3  [^ 
LEI 
RIG 


LEFTAftM 


RIGHT  LEG 


LEFT  LEG 


1:^3:  "i"  IT 

This  overlay  divides  the  tablet  into  three  re- 
gions: bear  position  (upper  left  corner),  body 
orientation  (lower  two-thirds),  and  program  con- 
trol (upper  right). 

To  create  a  new  dance  program,  the  user 
selects  the  DANCING  option  from  the  startup 
menu  and  presses  NEW  on  the  tablet  overlay. 


The  bear  is  then  shown  in  its  starting  position  in 
the  center  of  the  stage. 


In  the  upper-left  part  of  the  screen  you  can 
see  a  small  bear  icon  with  an  arrow  underneath  it. 
This  is  the  program  listing.  To  create  the  next  step 
of  the  dance,  we  might  press  NEXT  and  turn  the 
bear's  head  a  little  to  the  left  and  lift  its  left  leg. 


As  you  can  see,  these  changes  are  reflected  in  the 
listing. 

The  next  few  figures  show  other  steps  in  the 
sequence  of  this  dance. 


136    COMPUTE'     November  1933 


CANON  AS-100^« 


HEATH/     X 
ZENITH  Z-1Q0^" 


OSBORNE^ 
RET/CBM^" 


SUPERBRAIN^" 

CP/M  DISKS 
DISKETTES 


DYNACOMP 

The  Leading  Distributor  Of 
Microcomputer  Software 

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ADD  $3.00  FOR  DOUBLE  DENSITY,  $2.50  for  8" 

THESE  ARE  ONLY  A  FEW  OF  THE  HUNDREDS  OF  PROGRAMS 

IN  THE  DYNACOMP  LIBRARY. 

Besides  being  the  leading  distributor  of  microcomputer  software,  DYNACOMP 
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DYNACOMP,  INC. 

1427  Monroe  Avenue  •  Rochester,  NY  14618 


Language  Adaptability 

The  top  of  the  last  figure  shows  the  listing  for  this 
dance  program.  This  listing  can  be  edited,  saved, 
or  run.  A  REPEAT  function  allows  any  portion  of 
the  dance  to  be  repeated  as  many  times  as  desired. 

The  finished  dance  can  be  tested,  edited, 
merged  with  user-defined  (or  predefined)  music, 
and  the  stage  can  be  outfitted  with  props. 

The  prop  room  lets  you  outfit  the  stage  with 
blocks  and  labels.  The  set  can  be  as  elaborate  or 
as  simple  as  you  desire. 


The  music  editor  uses  the  KoalaPad  to  pick  up 
notes  and  place  them  on  a  stave.  As  with  the  dance 
itself,  the  music  can  be  tested  and  edited  if  desired. 

The  enhre  dance  program  (props,  music,  and 
bear  motions)  can  be  saved  on  tape  for  later  use. 

If  we  accept  that  Dancing  Bear  is,  in  fact,  a 
programming  language  (along  with  VisiCalc  and 
Rocky's  Boots),  one  might  legitimately  ask  "Who 
cares?" 

I  guess  the  point  is  that  languages  are  funda- 
mentally more  powerful  than  application  pro- 
grams because  they  let  the  user  gain  control  over 
the  computer  system.  Admittedly,  VisiCalc, 

138     COMPUni     November  1983 


Rocky's  Boots,  and  Dancing  Bear  don't  offer  the 
degree  of  access  to  the  computer  found  in  lan- 
guages such  as  PILOT  and  Logo,  but  they  offer 
far  more  control  than  fixed-function  application 
programs. 

The  personal  computer  is  unlike  any  other 
appliance  to  ever  grace  the  home.  Where  the 
washer,  stove,  or  television  has  fixed  functional- 
ity, the  computer  is,  by  design,  a  general-purpose 
machine.  Ultimately,  effective  use  of  this  machine 
will  only  come  when  each  user  feels  comfortable 
in  molding  the  computer's  applications  to  his  or 
her  own  needs.  This  molding  process  requires 
programming  skills  on  the  user's  part. 

Since  the  beginning  of  the  personal  computer 
industry,  we  have  been  trained  to  believe  that 
computer  programs  were  linear  strings  of  text.  In 
this  regard,  the  only  differences  between  BASIC, 
Pascal,  and  Logo  are  grammatical. 

VisiCalc,  Rocky's  Boots,  Dancing  Bear,  and  other 
languages  of  this  sort  point  to  another  type  of 
language  -  one  that  is  more  parallel  than  serial  in 
its  programming  style.  It  is  significant  that  these 
three  programs  (and  others  that  have  similar 
characteristics)  are  designed  for  nonprogrammers 
to  use. 

I  see  the  continued  development  of  languages 
of  this  type  as  a  revolutionary  force  that  will  finally 
make  programming  a  natural  activity  for  every 
user  of  a  personal  computer.  © 


Use  the  card  in 

the  back  of  this 

magazine  to  order 

your  COMPUTE!  Books 


UNICORN  TREASURES 

MAKE 
LEARNING  A  PLEASURE 


Each  Unicorn  educational  game  teaches  as  it 
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and  tested  at  The  Computer  Learning  Center  for 
Children.  Written  by  experts  who  make  them 
educational  and  fun,  our  games  feature  colorful, 
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beautiful  music,  and  are  completely  user-friendly 
with  simple  on-screen  instructions. 

Unicorn's  educational  games  are  unique  in  their 
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use  them  year  after  year  as  their  child's  educational 
needs  change.  No  need  to  spend  a  lot  of  money  on 
software  that  children  will  master  in  a  short  time 
and  not  use  again.  Our  superior  packaging  will 
protect  our  treasures  for  years  to  come. 


10  LITTLE  ROBOTS™  -  Ages  2-7.  The  most  delighi- 
ful  way  (0  introduce  your  young  learner  lo  the  computer. 
10  Little  Robots  has  five  different  games  to  Iceep  your 
child's  avid  attenlion.  There  is  upper  and  lowercase  letter 
recognition,  counting  the  robots,  robot  additiort,  an  inter- 
active storybook  tale  and  a  unique  robot  sketch  game  th^t 
will  enchant  kids  in  a  most  creative  way.  The  storybook 
tale  introduces  the  concept  of  subtraction  and  serves  as  a 
motivatioiMl  tool  Ibr  the  beginning  reader. 


AvaUable  for  Atari  400/800/1200, 

48K  RAM  and  one  disk  drive. 

Soon  to  be  available  for  Commodore 

64,  IBM  PC  and  Apple  Computers. 


FUNBUNCHTM  _  71,5  most  flesible  language  arts  pro- 
gram on  the  market  today.  Available  on  three  levels, 
elementary  (grades  1-6).  iniermediale  (junior  high 
school),  and  college  board  prepataioiy  (high  school). 
Each  level  includes  over  2000  words  and  phrases.  Within 
the  elementary  level  the  word  list  can  be  accessed  i^ 
grade.  The  program  also  allows  you  lo  enter  your  own 
words  and  phrases.  You  can  adjust  the  length  of  time  the 
vwrds  and  phrases  are  displayed  on  the  screen,  making 
Funbunch  an  excellent  tool  for  speed  rending  as  well  as  /¥- 
mediation.  There  is  a  built-in  printer  option  which  allows 
you  to  list  the  vocabulary  for  further  review.  Funbunch 
also  contains  a  computer  doodle  drawing  game  for  crea- 
tive fun.  Please  specify  Funbunch  (elementary),  Fun- 
bunch  (intermediate)  or  Funbunch  (college  board 
preparatory)  when  ordering. 


SHIPS  AHOY  —  Ages  5-13.  Out- 
standing graphics  and  sound  makes 
this  program  an  entertaining  way 
for  children  to  practice  their  basic 
math  facts.  The  object  of  the  game 
is  to  sail  your  ship  across  the  ocean 
avoiding  the  treacherous  mine  hid- 
den beneath  the  sea.  Ships  Ahoy 
allows  you  to  select  beginner,  inter- 
mediate or  advanced  levels  within 
the  four  basic  math  functions.  The 
Jiexibilily  of  this  program  lies  in  the 
option  of  choosing  to  be  timed  or 
not  enabling  the  academically 
talented  student  to  practice  speed 
maih.  .\n  equation  program  and 
built-in  tables  enhance  the  effect- 
iveness of  Ships  Ahoy.  Two  unique 
and  different  games  are  included  as 
rewards. 


RACE    CAR     RrrHMETlC 

Ages  5-Adult.  A  math  game  (hat 
the  entire  family  can  play  together. 
Each  person  can  compete  on  their 
own  level  in  a  race  to  the  finish 
line.  Children  and  adults  alike  will 
have  hour  upon  hour  of  education- 
al fun  together  and  can  practice  the 
four  basic  math  functions,  each 
choosing  their  own  operation,  dif- 
ficulty level  and  optional  time  fac- 
tor. Race  Car  'Rithmetic  fully 
utilizes  your  Atari  computer's 
superb  graphics  and  sound  capabil- 
ities. From  1  to  4  players. 


Available  at  your  local  compuier  store. 
if  you  can't  find  ihem  there,  you  can 
oriier  directly  from  Unicorn  Sofivs'are. 
All  programs  $39.95.  Please  enclose 
$2.00  for  shipping  and  handling. 
Visa  and  Mastercard  welcomed. 

Atari,  Commodore  64,  IBM  PC  and  Apple  are 
trademarks  of  Atari,  Inc,  Commodore  Elec- 
tronics LTD,  International  Business  Machines 
Corp  and  Apple  Computer,  Inc.  respectively. 


Copyriglu  193,1  by  Unicorn  Software  Company.  All  rights  reserved 


UNICORN 


SSSPYW&BB 


DEALER  INQUIRIES  INVITED 

UNICORN  SOFTWARE 

1775  East  Tropicana  Avenue 

Las  Vegas,  Nevada  89109 

(702)  798-2727  or  (702)  798-5990 


TM 


On  The  Road  With  Fred  D'lgnazio 


How  To  Get  Intimate 
With  Your  Computer 


Part  2 


Closer  To  Home 

After  mv  whirlwind  travels  across  the  United  States 
and  England,  I'd  like  to  take  a  break  for  a  month 
and  look  at  an  important  issue  that  is  closer  to 
home. 

Elsewhere  in  this  issue  (in  my  "The  World 
Inside  The  Computer"  column)  I  begin  a  discussion 
about  the  difference  between  computer  literacy  and 
computer  intimacy.  I'd  like  to  continue  that  discus- 
sion in  this  column. 

Let's  look  at  the  myths  that  make  adults  so 
anxious  and  fearful  about  computers.  We'll  see 
how  most  adults  who  want  to  know  more  about 
computers  should  become  intimate  with  com- 
puters before  they  try  to  become  computer 
literate. 

The  Myth  Of  The  Klutzy  Adult 

A  per\'asive  and  pernicious  myth  is  being  spread 
unthinkingly  throughout  our  society.  The  mvth  is 
that  our  children  are  whizzes  with  computers,  but 
we  adults  are  klutzes.  This  myth  is  almost  com- 
pletely ungrounded  in  fact.  Why  are  children  so 
good  with  computers?  They  are  good  because  they 
see  only  the  colorful,  musical,  exciting  side  of  com- 
puters. The  first  time  they  meet  a  computer,  it  is 
wearing  a  smile. 

Children  are  spurred  to  master  computers  be- 
cause they  are  so  attractive.  When  we  adults  see 
this  side  of  computers,  we,  too,  can  master  com- 
puters just  as  fast,  just  as  happily  as  our  children. 

Trust  Your  Feelings 

What  is  computer  intimacy?  What  is  intimacy?  Inh- 
macy  is  a  gut  feeling.  You  know  you  have  become 
intimate  with  your  computer  when  you  are  totallv 
comfortable  and  relaxed  with  it,  when  using  it  be- 
comes a  pleasure  rather  than  a  chore,  and  when 
you  develop  excuses  just  to  spend  more  time  with 
it.  When  you  begin  to  think  your  computer  is 
lovable,  that's  when  you  know  the  two  of  you  are 
becoming  intimate. 

Getting  to  know  a  computer  can  be  like  getting 
to  know  an  attractive  yet  intimidating  member  of 
the  opposite  sex.  1  think  there  is  a  great  similarity 

140    COMPUTE!     November  1983 


between  my  first  experiences  with  girls  and  dahng, 
and  the  average  person's  first  experience  with  com- 
puters. When  the  average  person  first  looks  at  com- 
puters, he  or  she  feels  the  same  sense  of  fear  and 
anxiety  that  I  felt  when  I  gazed  across  the  gym- 
nasium floor  at  the  girls  clustered  on  the  opposite 
side  of  the  room.  That  was  my  first  school  dance. 
Computers  evoke  the  same  sense  of  shyness,  yet 
they  can  also  be  tremendously  attractive,  even 
seductive. 

A  New  Love  Affair 

For  almost  75  years,  Americans  have  had  a  love 
affair  with  their  cars.  Computers  wiU  soon  be  like 
cars.  Like  cars,  they  will  remain  machines,  and  our 
servants,  yet  they  will  also  have  an  emotional,  gut- 
level  appeal  that  will  turn  people  on  and  bind  them 
to  them. 

The  kind  of  car  we  drive  depends  on  the  kind 
of  person  we  are  or  would  like  to  be.  Our  car's  ap- 
pearance, model,  and  year  often  accurately  reflect 
our  values  and  the  kind  of  image  we  want  to  project 
to  our  fellow  human  beings.  Cars  project  all  sorts  of 
images.  They  can  be  inconspicuous,  efficient,  and 
sedate,  or  thev  can  be  clunky  ragamuffins.  They 
can  be  flamboyant,  garish,  and  ostentatious,  or 
they  can  be  sensual  and  adventurous. 

Computers,  too,  will  soon  reflect  our  lifestyles, 
values,  and  self-image.  They  will  also  reflect  our 
needs.  Like  cars,  computers  will  come  with  model 
names  pulled  from  the  animal  kingdom.  Depending 
on  our  needs,  we'll  buy  a  Cobra  (fast  as  lightning), 
or  a  Hippopotamus  (it  digests  huge  quantities  of 
information),  the  St.  Bernard  (it  saves  your  life 
in  tight  situations),  the  Peacock  (it  really  struts  its 
stuff),  or  the  Donkey  (slow  and  stubborn,  but  real 
dependable). 

Computers,  like  cars,  can  evoke  a  passionate 
attachment,  a  rush  of  affection.  But  to  inspire  real 
intimacy  they  must  throb  to  life  at  the  turn  of  a  key, 
and  they  must  get  us  where  we're  going  -  the  faster 
the  better. 

A  computer  can  be  seductive  and  lovable, 
but  it  is  not  an  end  in  itself.  Many  people  can  get 
excited  about  a  computer  for  its  own  sake.  Many 


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more,  however,  can  get  excited  about  using  a 
computer  to  have  fun,  get  work  done,  and  com- 
municate with  other  people. 

In  the  future,  computers  will  promise  even 
more  than  they  do  today.  But  let's  make  sure  they 
keep  those  promises. 

More  Than  Tools 

Computers  are  only  machines,  but  they  are  more 
than  tools.  A  hammer  is  a  tool.  So  is  a  broom.  But 
can  you  get  intimate  with  a  hammer  or  a  broom? 
Not  easily.  Yet  it's  easy  to  get  intimate  with  a  com- 
puter, because  computers  are  more  than  work- 
horses and  tools.  Computers  obey  our  commands. 
They  carry  on  conversations.  They  listen  to  us. 
They  are  infinitely  patient.  They  can  be  friendly, 
playful,  even  silly. 

Friendly  computers?  Playful  computers?  Silly 
computers?  Where  do  you  find  them?  Just  ask  a 
child.  Children  love  computers  because  they  use 
computers  to  learn  and  have  fun.  But  why  can't 
adults  learn  on  computers,  too?  And  why  should 
kids  have  all  the  fun?  Adults  who  peek  over  kids' 
shoulders  at  their  programs  find  that  the  programs 
are  challenging,  enjoyable,  and  enlightening. 
Adults  can  use  these  programs,  overcome  their 
fears  about  computers,  and  relieve  their  com- 
puter anxiety.  Adults  can  get  to  be  just  as  good 
with  computers  as  kids,  and  they  can  have  just  as 
much  fun. 

Computers  That  Frown  And  Look  Mean 

Most  adults  still  think  that  computers  are  dry, 
cold,  and  unfriendly.  No  wonder!  Most  computers 
in  the  past  were  number  crunchers,  bill  collectors, 
and  tax  watchdogs.  Even  today's  computers,  in 
their  heart  of  hearts,  do  nothing  more  than  juggle 
ones  and  zeros.  But  computers  don't  have  to  be 
technical  and  boring.  They  can  be  funny  -  if  you 
just  add  people.  The  relationship  between  com- 
puters and  people  is  often  hilarious,  if  we  keep  a 
sense  of  humor.  It  pays  to  look  at  the  lighter  side 
of  this  relationship,  and  if  we  do,  we  find  it  helps 
to  break  down  the  barrier  of  fear  separating  us 
from  the  computer. 

Coming  Out  Of  The  Closet 

In  recent  years  all  sorts  of  groups  have  come  out 
of  the  closet  and  have  honestly  revealed  who  they 
are  and  what  they  stand  for.  It's  time  that  com- 
puter lovers  do  the  same. 

As  a  person  who  is  on  extremely  intimate 
terms  with  his  computer  (it  follows  me  into  my 
bathroom  and  into  my  bed),  I'd  like  to  confess 
here  and  now  one  of  the  most  closely  guarded 
secrets  of  our  relationship: 

My  relationship  with  computers  is  not  rational. 

This  is  a  shocking  revelation,  but  it  is  true. 
My  relationship  with  my  computers  is  emotional, 

142     COMPUTE!    November  1983 


quirky,  and  antic.  It  is  infuriating,  enlightening, 
and  silly.  It  is  happy,  frustrating,  and  ecstatic. 
But  it  is  rarely  rational.  And  I  contend  that  this  is 
true  throughout  our  society  among  the  millions 
of  computers  and  computer  users.  A  rational  re- 
lationship between  a  human  being  and  a  computer 
is  the  exception  rather  than  the  rule. 

Take  today.  My  assistant  and  I  were  working 
on  a  personal  computer.  We  were  sailing  along, 
turning  out  letters,  articles,  and  forms  at  a  swift, 
productive  pace.  The  world  looked  bright,  and 
we  were  happy. 

Then  disaster  struck.  The  computer  made  a 
mistake.  The  computer's  mistake  was  only  a  little 
one.  It  wouldn't  save  any  of  our  text  files  on  disk 
so  that  we  could  print  them  out  on  the  computer 
printer. 

Until  it  made  its  mistake,  the  computer  had 
been  behaving  itself.  I  felt  very  close  to  the  com- 
puter and  was  extremely  fond  of  it. 

After  the  computer  made  its  mistake,  I  had  a 
change  in  heart.  No  matter  what  1  did,  the  com- 
puter wouldn't  save  or  print  my  files.  So  I  hated 
the  computer.  I  called  it  names.  I  threatened  to 
walk  out  on  it,  abandon  it,  put  it  up  for  adoption. 

Now  I  ask  you,  does  this  sound  like  a  rational 
relationship? 

A  rational  relationship  must  have  at  least  two 
parties  who  are  rational.  First  we  look  at  the  first 
partner-  the  human  being.  Occasionally,  philos- 
ophers have  proposed  that  humans  are  rational, 
but  most  of  us  know  otherwise. 

Next  let's  look  at  computers.  This  is  more  of 
a  problem.  Computers  are  incredibly  complex 
machines,  composed  of  millions  of  interacting 
circuits  and  thousands  upon  thousands  of  oper- 
ating instructions,  rules,  and  conditions.  Com- 
puters are  too  complex  to  be  simple,  too  complex 
to  be  totally  rational. 

Nevertheless,  people  think  they  are  rational. 
For  example,  the  popular  wisdom  now  contains 
two  catchy  phrases  that  most  people  unques- 
tioningly  believe: 

First:  Computers  don't  make  mistakes.  Only 
people  make  mistakes. 

Second:  Computers  do  only  what  you  tell 
them  to. 

As  I  mentioned,  I  am  extremely  intimate  with 
computers.  Since  I  am  in  this  privileged  position 
(along  with  two  or  three  million  children),  you 
would  think  that  I  would  be  able  to  see  through 
the  popular  wisdom  and  realize  that  the  two 
catchy  phrases  above  are  pure  hogwash  -  myths 
and  nothing  more. 

Alas!  I  am  as  much  a  victim  of  these  myths  as 
the  next  human  being,  at  least  when  I  am  working 
with  my  assistant.  Whenever  anything  goes 
wrong  while  she  is  using  the  computer,  whenever 


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the  computer  acts  strange,  whom  do  1  blame? 
Why,  her,  of  course. 

Take  the  other  day.  I  was  upstairs  in  my  study 
and  Darshi,  my  assistant,  was  downstairs  in  the 
office.  All  of  a  sudden,  she  yelled,  "Fred!  Come 
quick!  The  computer's  going  crazy!" 

Sure  enough,  the  cursor  was  rolling  across 
the  screen  wiping  out  the  words  almost  like  Ms. 
Pac-Man  rushing  around  devouring  ciots.  I  pushed 
every  button  on  the  keyboard,  but  nothing 
worked.  The  cursor  was  determined  to  eat  the 
whole  file. 

Finally,  in  desperation,  I  turned  off  the  com- 
puter. Then  I  turned  toward  Darshi.  "What  did 
you  do?"  I  said,  in  a  not  very  friendly  voice.  "The 
computer  was  fine  just  a  few  minutes  ago.  You 
must  have  done  something  to  mess  it  up." 

Sadly,  this  was  the  last  thing  Darshi  needed 
to  hear.  She  was  already  extremely  tiiriid  around 
the  computer  and  afraid  that  the  next  button  she 
typed  might  blow  the  computer  up.  When  I  ac- 
cused her  of  her  worst  fear,  she  looked  ill  and  ran 
out  of  the  office. 

Why  had  1  blamed  Darshi?  I  blamed  her  be- 
cause she  was  a  beginning  user  and  a  human 
being.  Those  two  facts  alone  were  enough  evi- 
dence to  convict  her. 

Sometimes  computers  are  agreeable,  respon- 
sive, and  meek.  They  do  everything  you  tell  them 
to.  But  then,  a  moment  later,  without  any  warning, 
they  turn  on  you.  They  suffer  amnesia.  They  pout 
and  get  sullen  and  write  gobbledygook  all  over 
your  lovely  files.  Or  they  act  crazy  and  start  doing 
awful  things  like  eating  up  the  words  on  your 
picture  screen.  And  they  get  out  of  control.  Then 
the  only  way  to  get  their  attention  is  to  switch  off 
their  power.  This,  of  course,  is  an  undesirable 
and  drastic  solution.  But,  sometimes,  it's  the  only 
way  to  make  them  come  to  their  senses. 

A  Little  Breattiing  Room 

When  you  are  in  the  middle  of  a  squabble  with 
your  computer,  it  doesn't  seem  very  funny.  How- 
ever, after  things  have  quieted  down,  and  you 
look  back,  you  might  be  able  to  put  things  into 
perspective,  and  maybe  even  laugh  about  them. 

But  one  thing  you  should  not  do  is  pretend 
that  you  and  your  computer  have  a  rational  re- 
lationship. It  is  anything  but  that.  It  may  be  quiet, 
sedate,  and  low  key.  Or  it  might  be  wild  and 
boisterous.  But  it  is  not  rational.  It  can't  be.  You're 
not  rational.  The  computer's  not  rational.  So  how 
can  your  relationship  be  rational? 

The  sooner  people  stop  looking  at  their  re- 
lationship with  computers  as  rational,  the  sooner 
they  will  become  intimate  with  computers  and 
learn  to  accept  them  for  what  they  are.  Computers 
are  moody  and  complex  creatures.  But  they  try 
hard  to  please  you.  They  really  do.  © 


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THE  BEGINNER'S  PAGE 


Richard  Monsfieid,  Senior  Editor 


Zones  Of  Unpredictability 


What's  the  most  random  thing  you  can  think  of? 
Lightning?  A  tossed  coin?  Teen  love?  No  matter 
what  you  come  up  with,  one  thing  that  will  not 
be  on  the  list  is  your  computer. 

Few  things  made  by  man  are  designed  to  be 
more  logical  and  predictable  than  computers. 
And  yet  computers  must  sometimes  work  with 
the  unexpected,  the  irrational.  If  one  of  the  uses 
of  a  computer  is  to  imitate  reality,  they'll  have  to 
be  able  to  come  up  with  odd,  random  events  from 
time  to  time.  This  is  where  the  BASIC  word  RND 
comes  in.  Its  job  is  to  surprise  us.  We  should  never 
be  able  to  predict  how  it  will  react. 

Say  you  want  to  write  a  guessing  game  pro- 
gram. You  want  it  to  provide  addition  problems 
for  a  child  to  solve.  There  are  two  ways  to  go  about 
it.  You  could  construct  a  huge  list  of  problems 
and  answers,  and  then  have  the  computer  re- 
member them  in  a  massive  series  of  DATA  lines 
in  the  program.  This  solution  has  two  big  draw- 
backs: it  takes  a  lot  of  time  to  type  in  the  problems, 
and  the  game  will  ask  the  same  questions  each 
time  it's  played. 

A  better  way  would  be  to  have  the  computer 
randomly  pick  the  numbers  for  each  problem. 
Take  a  look  at  our  sample  program.  Line  120  es- 
tablishes that  we  are  going  to  ask  ten  questions  in 
this  quiz.  Line  120  works  in  partnership  with  line 
200  and  means  that  what's  enclosed  between  those 
lines  will  operate  ten  times.  The  NEXT  word 
causes  a  counter  to  raise  itself  once  each  time 
NEXT  is  encountered  while  the  program  runs. 
So,  when  NEXT  causes  the  I  variable  to  raise  up 
to  11,  the  program  "falls  through"  to  line  210 
which  informs  the  player  of  the  score.  There's 
nothing  beyond  line  210,  so  the  program  ends. 

RND  is  at  the  heart  of  this  program  in  lines 
130  and  140:  variables  X  and  Y  each  receive  a  dif- 
ferent random  number  between  zero  and  nine.  If 
you  type  ?  RND  (1)  *  10  several  times,  you'll  see 
various  numbers,  but  all  will  be  lower  than  10. 
(To  get  numbers  between  zero  and  ten,  you'd 
use:  RND(l)ni.)  Typing  ?  RND  (1)  without  any 
multiplier  will  give  random  fractions  between 

146    COMPUTE!     November  1983 


zero  and  one.  So,  to  get  a  useful  integer  for  the 
purposes  of  our  quiz,  we  have  to  multiply  the 
fraction  by  ten  and  then  round  off  the  result  by 
using  INTO . 

The  rest  of  the  program  is  straightforward. 
Line  150  prints  the  problem,  and  line  160  accepts 
the  answer  from  the  player.  Line  170  sends  the 
computer  to  the  "correct  answer"  response  in 
line  190.  If  the  answer  is  incorrect,  we  "fall 
through"  to  line  180  to  announce  the  error.  The 
score  (T)  is  kept  in  line  190. 

It  would  be  easy  to  make  this  a  more  difficult 
quiz  by  changing  the  10  in  lines  130  and  140  to, 
say,  100  to  allow  larger  numbers  in  the  quiz  prob- 
lems. Also,  it  could  be  transformed  into  a  test  of 
division,  multiplication,  or  subtraction  by  changing 
the  +  symbol  (to  /  or  *  or  — )  in  lines  150  and  170. 

The  Most  Random  Thing  In  The  Room 

But  how  "random"  can  something  actually  be, 
considering  that  it's  coming  out  of  the  fiercely 
logical  world  of  the  computer?  We  won't  go  into 
heavy  duty  philosophy  here,  but  there  are  some 
arguments  that  there  isn't  am/  way  to  generate 
truly  random  numbers.  In  any  event,  there's  one 
aspect  of  RND  which  affects  our  quiz  program 
and  other  games. 

Inside  the  computer  is  a  little  engine  designed 
to  produce  random  numbers.  It's  '"ailed  the  ran- 
dom number  generator  and  it's  got  to  start  with 
something.  That  something  is  called  the  seed  and, 
in  some  computers,  the  same  seed  is  put  into  the 
generator  each  time  the  computer  is  turned  on. 
So,  you  will  get  the  same  sequence  of  random  num- 
bers each  time  you  start  a  game  after  powering  up 
your  computer.  We  haven't  solved  the  "same 
quiz  each  time"  problem  at  all.  Try  it  with  our 
program  here. 

On  the  Atari,  this  isn't  a  problem  because 
RND  (0)  results  in  nonrepetitive  sequences.  On 
the  TI,  you  can  use  the  word  RANDOMIZE  at  the 
start  of  a  program.  That  solves  the  problem.  (Note 
too  that  TI  BASIC  uses  the  word  RND  without 


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Underwood  has  done  an 
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Exterminator  .  .  .  but, 
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anything  in  parentheses.)  But  on  Commodore 
computers,  you  need  to  find  a  way  to  make  the 
sequences  of  numbers  different. 

The  solution  is  to  introduce  a  random  seed. 
On  Commodore  machines,  you  can  use  RND 
(-TI)  instead  of  RND  (1).  RND  (-TI)  takes  its  seed 
from  the  computers'  internal  timers  and  results  in 
sequences  which  will  not  repeat.  How?  The  timers 
are  very  fast.  If  the  seed  is  coming  from  the  timers, 
then  the  exact  seed  will  depend  on  when  you,  the 
human,  type  RUN.  Since  it's  unlikely  that  you'll 
ever  turn  on  the  computer,  LOAD  the  game,  and 
type  RUN  in  precisely  the  same  amount  of  time, 
the  timer  value  will  be  different  for  each  game. 
Therefore,  to  randomly  seed  the  random  gener- 
ator, we  can  rely  on  the  most  random  thing  in  the 
room,  you. 


Math  Quiz 

100  PRINT"  MATH  QUIZ" 

120  FORI=lTOlO: PRINT:PRINT 

R"  I 
130  X  =  INT{RND(I)*10) 
140  Y  =  INT {RND(l) *10) 
150  PRINT"  ",-X:  PRINT"  +  ";Y 
160  INPUT  ANSWER 
170  IF  ANSWER  =  X  +  Y 
180  PRINT"NO,  IT  WAS" 
190  PRINT"  CORRECT  1": 
200  NEXT  I 
210  PRINT"yOU  GOT"  T 


"PROBLEM  NUMBE 


THEN  GOTO  190 
X  +  Y:  GOTO  200 
T  =  T  +  1 


"GOT    OF    10    RIGHT, 


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THE  WORLD  INSIDE  THE  COMPUTER 

How  To  Get  Intimate 
With  Your  Computer 

Part  1 

Fred  D'ignazio,  Associate  Editor 


In  my  September  col- 
umn I  proposed  that 
we  move  beyond  com- 
puter literacy  -  to  com- 
puter intimacy.  I  have 
done  some  thinking 
since  then,  and  I  have 
concluded  that  we 
shouldn't  abandon 
our  push  for  computer 
literacy,  especially  among  young  people.  But  we 
should  encourage  computer  intimacy  before  com- 
puter literacy. 

Computer  intimacy  First 

If  you  are  intimate  with  your  computer  you  are 
comfortable,  cozy,  even  attached  to  it.  You  know 
enough  to  put  the  computer  to  work,  but  you 
don't  have  to  know  how  it  works.  Computer  inti- 
macy is  a  totally  new  relationship  between  people 
and  computers,  one  made  possible  by  the  new 
developments  in  computer  hardware  and,  espe- 
cially, software.  Once  we  are  intimate  with  our 
computers,  many  of  us  will  also  want  to  become 
computer  literate.  But  not  all  of  us.  Nor  will  we 
need  to. 

Many  adults  envy  children's  relations  with 


Fred  D'l;^nazio  is  a  computer  eiiihti5iast  and  aiitlwr  of 
several  books  on  computers  for  i/oiiug  people.  His  I'ooks 
include  Katie  and  the  Computer  (Creative  Computing}. 
Chip  Mitchell:  The  Case  of  the  Stolen  Computer  Brains 
(Duttoul Lodestar),  The  Star  Wars  Question  and  Answer 
Book  About  Computers  (Raudom  House),  and  How  To 
Get  Intimate  With  Your  Computer  (A  10-Step  Plan  To 
Conquer  Computer  Anxiety)  (McGraw-Hill). 

As  the  father  of  two  i/oung  children,  Fred  has  become 
concerned  with  introducing  the  computer  to.  children  as  a 
wonderful  tool  rather  than  as  a  forbidding  electronic  device. 
His  column  appears  monthly  in  COMPUTE!. 
150    COMPinE!    November  1983 


computers.  The  myth  is  that  children  are  computer 
whizzes,  that  they  are  computer  literate.  But  this 
is  untrue.  Most  children  are  no  more  computer 
literate  than  most  adults.  What  they  are  is  com- 
puter intimate.  They  like  computers.  They  have  a 
warm,  affectionate,  and  playful  relationship  with 
computers.  They  don't  fear  computers.  They 
aren't  overawed.  To  them  the  computer  is  just  a 
snazzy  appliance  or  toy,  a  cross  between  the  TV 
set,  the  typewriter,  the  piano,  and  building  blocks. 

Children  move  rapidly  toward  computer 
literacy  because  they  become  intimate  with  com- 
puters first.  This  is  the  same  path  adults  should 
follow.  Adult  computer  courses  make  the  mistake 
of  skipping  the  intimacy  part  and  moving  right 
into  computer  literacy.  But,  in  most  circumstances, 
this  strips  computers  of  all  their  fun. 

The  first  impression  the  average  adult  has  of 
a  computer  is  just  as  he  or  she  imagined:  the  com- 
puter is  technical,  dry,  and  complicated.  Adults 
know  that  it  is  for  their  own  good  to  become  com- 
puter literate,  but  that  doesn't  mean  they  want 
to.  No  wonder  the  adults  look  enviously  at  the 
children.  The  children  look  like  they  are  having 
fun.  For  them,  learning  about  computers  is  ex- 
citing, hilarious,  and  very  rewarding. 

But  why  should  children  have  all  the  fun? 
For  many  adults,  computer  literacy  is  a  huge 
roadblock  that  separates  them  from  learning  more 
about  computers.  We  should  clear  away  this 
roadblock  and  start  adults  in  the  right  direction, 
and  introduce  them  to  programs  modeled  after 
children's  programs,  programs  that  promote  com- 
puter intimacy. 

Establishing  A  Baiance 

In  the  job  market  of  the  1990s  and  the  twenty-first 
century,  very  few  people  will  be  computer  literate, 
if  by  literacy  we  mean  having  the  ability  to  create 
real,  nontrivial  computer  programs.  Yet  most 


You  Won  t  Just  Sit  There 


Deadly  Boulders 


Snow  Cave 


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people  will  need  to  be  computer  intimate.  They 
will  need  to  be  able  to  work  with  computers  - 
confidently,  comfortably,  efficiently,  and  some- 
dmes  even  joyously. 

But  this  doesn't  mean  we  should  abandon 
computer  literacy.  Computer  literacy  is  not  just  a 
technical  skill  for  a  few  mechanics  and  specialists. 
It  is  a  doorway  that  many  should  enter.  Then 
they  can  begin  using  the  computer  to  its  fullest 
potential.  For  people  who  are  computer  intimate 
and  literate,  the  computer  can  become  a  medium 
for  self  expression,  a  "new  age"  culture  for  creativ- 
ity and  communication,  and  an  environment  for 
inventton. 

Children,  especially,  should  be  encouraged 
to  move  beyond  computer  intimacy  to  a  higher 
level  of  computer  literacy  (appropriate  to  the 
sophisticated  software  tools  that  will  be  running 
on  computers  of  the  future).  Many  will  not  want 
to  go,  and  they  shouldn't  be  forced.  They  will  jwt 
need  to  be  computer  literate  to  live  happy,  productive 
lives  in  the  future.  Computer  intimacy  mill  suffice. 

However,  as  a  social  goal,  computer  intimacy 
is  not  enough,  not  if  our  culture  is  to  keep  evolving, 
changing,  and  responding  to  the  challenges  of 
the  present  and  the  future. 

The  Magician's  Top  Hat 

How  do  we  see  computers?  Today  most  children 


and  more  and  more  adults  see  computers  as  a 

magician's  top  hat.  All  the  new  software  car- 
tridges, disks,  and  tapes  are  stuffed  inside  the 
hat,  like  white  doves,  flaming  scarves,  brilliant- 
colored  parrots,  and  soft,  fuzzy  bunnies.  You  can 
reach  into  the  computer  "hat"  and  pull  out  almost 
anything  you  can  imagine  -  word  processors, 
adventure  games,  file  managers,  video  paintkits, 
turtles,  and  electronic  pianos. 

And  the  software  industry  is  growing  like  a 
colony  of  healthy  bacteria.  In  the  future  we  will 
be  able  to  pull  a  thousand  times  as  much  out  of 
the  magic  hat. 

But  what  fuels  the  software  industry?  What 
is  its  source  of  dynamic  power  and  energy? 

Computer  literacy.  Not  among  a  handful  of 
computer  scientists  and  experts,  but  spread  across 
millions  of  computers  and  millions  of  users.  Com- 
puter literacy  is  the  training  ground  for  computer 
invention.  And  computer  invention  makes  com- 
puter intimacy  possible  -  at  higher  and  higher 
levels. 

Mass-produced  microcomputers  and  increas- 
ingly sophisticated  software  tools  have  unleashed 
the  imaginations  and  enlivened  the  ambitions  of 
an  army  of  youthful,  would-be  inventors.  The 
inventors  are  firing  off  their  software  inventions 
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mounted  on  canoes  rushing  down  a  swiftly  moving 
river. 

Millions  Of  Computer  Inventors 

The  personal  computer  is  more  than  a  magician's 
hat.  It  is  also  a  miniature  toolshed,  workshop,  or 
laboratory.  And  as  personal  computers  become 
less  isolated,  and  enable  their  users  to  communi- 
cate with  each  other,  they  will  become  a  roiindtable, 
a  forum  for  people  to  bounce  ideas  off  each  other 
and  then  implement  those  ideas,  jointly,  as  new 
computer  software. 

Computer  literacy  -  appropriate  to  new, 
higher-level  computer  tools  -  is  needed  in  the 
future,  not  just  among  a  few  experts  but  among 
thousands  and  millions  of  young  inventors  with 
fresh  ideas  and  with  the  energy  and  self-confidence 
to  turn  them  into  computer  inventions.  And  com- 
puter inventions  will  be  woveii  into  the  fabric  of 
our  economy,  our  society,  and  our  lives. 

So  computer  literacy  is  necessary.  All  children 
should  get  a  crack  at  becoming  computer  literate, 
at  the  youngest  possible  age. 

Yet  computer  literacy  still  does  not  come  first. 
Computer  intimacy  comes  first,  especially  for  the 
majority  of  adults  who  are  scared  to  death  of  com- 
puters, yet  realize  that  computers  are  the  wave  of 
the  future.  The  strident  cries  for  universal  com- 
puter literacy  only  increase  these  adults'  fears. 
For  these  adults,  computer  literacy  is  not  the 
answer  -  at  least  not  yet. 

A  New  Religion 

Computers  are  powerful  new  machines,  so  pow- 
erful that  they  are  treated  by  many  people  as  a 
new  "religion."  Computer  enthusiasts  are  the 
evangelists  for  this  religion,  and  they  are  winning 
converts  by  the  millions. 

Most  adults,  however,  have  mixed  feelings 
about  computers.  They  see  computers  for  what 
they  are.  Computers  are  valuable  tools  and  ser- 
vants, but  they  are  not  the  most  important  thing 
in  life.  Computers  are  not  an  end.  They  are  merely 
a  means  to  more  important,  human-defined  ends. 

Also,  computers,  like  any  other  powerful 
and  pervasive  technology,  are  valueless  in  them- 
selves. Whether  their  impact  is  good  or  evil  de- 
pends on  how  they  are  used. 

Most  adults  have  a  very  healthy  skepticism 
and  distrust  of  computers,  especially  when  the 
"true  believers"  market  them  as  a  necessity  and 
tout  them  as  a  new  religion. 

Most  adults  do  not  need  a  startling  plunge 
into  the  icy  waters  of  computer  hteracy.  First  they 
need  to  get  their  feet  wet.  They  need  to  follow  in 
their  children's  footsteps.  They  need  to  play  with 
computers,  learn  with  computers,  and  have  fun. 

See  "On  The  Road,"  page  140,  for  part  2  of  "How 
To  Get  Intimate 'With  Your  Computer."      ■  © 


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Your  Vic  20  (T)  $30 

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Androbot's  Topo 


Michael  A.  Tyborski 


Robots  are  rapidly  becoming 
part  of  our  life.  You  cannot  read 
a  magazine  or  newspaper  with- 
out hearing  about  them.  Al- 
though robots  were  once  labora- 
tory curiosities,  they  are  now 
within  anyone's  reach. 

Yes,  you  can  own  a  robot. 
Mechanical  servant?  Not  yet. 
Entertaining  companion,  yes. 

Androbot,  Inc.,  of  Sun- 
nyvale, California,  has  recently 
released  its  Topo  robot.  It  will 
provide  hours  of  entertainment 
for  any  Apple  owner.  Although 
not  a  true  robot,  it  demonstrates 
many  of  the  important  funda- 
mentals of  robotics. 

Your  Computer 
Controls  It 

Topo  is  a  radio-controlled  plat- 
form that  looks  like  a  robot.  It 
includes  a  user's  manual,  trans- 
mitter, and  plug-in  control  card 
for  the  computer.  It  also  includes 
TopoBASIC  on  disk,  which  al- 
lows it  to  be  used  within  a  few 
minutes. 

An  Apple  computer  controls 
Topo;  this  simplifies  program- 
ming and  reduces  the  selling 
price.  It  also  eliminates  the  need 
to  learn  a  new  operating  system 
or  programming  language.  Un- 
fortunately, your  computer  does 
not  receive  sensor  information,  a 
limitation  that  makes  it  possible 
for  Topo  to  run  into  walls  or 
down  the  stairs. 

The  robot  is  made  of  high- 
impact  plastic  and  is  three  feet 
tall.  Its  friendly  appearance 
attracts  small  children  like  ice 
cream,  an  effect  consistent  with 
Androbot's  belief  that  robots 

156    COMPUTE!    November  1983 


should  be  "friendly  looking, 
inviting  companions." 

Topo  has  a  head  and  arms. 
Unfortunately,  they  are  not  func- 
tional. The  head  is  permanently 
attached  to  the  body  and  does 
not  turn,  which  makes  the  robot 
less  lifelike.  It  has  a  decorative 
face  grill  and  eyes.  An  emer- 
gency stop  switch  is  mounted  on 
top  of  the  head  which  turns  off 
the  robot. 

The  arms,  plastic  flaps  that 
can  be  extended  as  needed,  are 
made  from  relatively  thin  plastic 
and  cannot  hold  heavy  loads. 
They  attach  to  the  body  with 
plastic  pins. 

Two-Wheel  Drive  System 

Topo  has  a  unique  drive  system 
called  Andromotion.  Androbot 
claims  that  this  provides  "max- 
imum stability  and  safety  with 
optimum  maneuverability  and 
control."  It  also  gives  the  robot 
anindividual  personality. 

Just  what  is  Andromotion? 
It  is  a  two-wheel  drive  system 
that  relies  on  angled  wheels  for 
stability.  This  design  is  patterned 
after  the  rocking  chair.  As  a  re- 
sult, the  robot  remains  stable 
because  the  effective  roll  center 
is  above  the  center  of  gravity. 
The  principle  is  clearer  when  the 
robot  is  viewed  from  the  side. 
The  side  projection  of  the  wheels 
looks  like  an  ellipse,  and  the 
long  sides  resemble  the  rail  of  a 
rocking  chair. 

Because  of  Andromotion, 
Topo  sways  from  front  to  back 
as  it  moves.  This  sway  can  be- 
come violent  during  a  fast  stop, 
making  Topo  look  like  a  fishing 


Androbot's  Topo  robot. 

bobber. 

Androbot  states  that  Topo 
has  industrial-grade  batteries 
and  a  fabricated  steel  superstruc- 
ture, and  claims  that  high-torque 
motors  and  cast  aluminum  gear 
boxes  assure  structural  integrity. 
These  features  place  the  robot 
above  the  toy  category. 

The  robot's  back  panel  holds 
the  power  switches,  indicator 
lights,  and  a  charger  jack.  Yes, 
switches.  For  some  reason,  An- 
drobot decided  to  use  a  separate 
ON  and  OFF  switch,  a  design 
possibly  based  on  a  control  cir- 
cuit restriction.  The  red  and 
green  switches  may  also  indicate 
STOP  and  GO  to  children. 

The  indicator  lights  show 
when  Topo  is  on  and  what  the 
battery  status  is.  When  a  low 
voltage  condition  occurs,  a  red 
indicator  light  turns  on.  The 
wheel  supports  also  contain  in- 
dicator lights  for  showing  direc- 
tion. 


■i 


fT' 


SLIP  INTO 

SOMETHING 

TURBO-CHARGED 

like  the  road-scorching 
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wheeled  demon!  Take  on  our 
demanding  course,  or  use  the 
unique  Construct-A-Track  option  to 
design  your  own.  Push  yourself  to  the 
limit  for  a  better  lap  time,  or  get  a 
friend  in  on  the  action  for  a  one-on-one 
duel  to  the  finish  line  —  it's  your  choice! 


. 

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0 

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ff^^^A 


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IT^:.!?-.!^ 


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You  are  responsible  for  plug- 
ging in  the  charger  -  a  simple 
AC  adapter.  You  must  also  pre- 
vent the  robot  from  being  turned 
on  while  charging.  If  it  is,  you 
may  soon  need  a  new  charger. 
Finally,  you  must  not  leave  the 
charger  connected  for  more  than 
24  hours  at  a  time. 

Topo  receives  commands 
over  a  radio  link.  This  link  uses  a 
100-milliwatt,  4-channel  AM 
transmitter  that  operates  at 
27.145  megahertz,  and  transmits 
the  control  card  data.  Although 
the  antenna  is  short,  a  90-foot 
range  is  possible.  The  transmitter 
has  its  own  power  switch  to  pre- 
vent interference  when  Topo  is 
not  being  used. 

The  control  card  provides 
power  and  serial  data  for  the 
transmitter.  It  plugs  into  slot 
five  on  the  Apple  computer.  The 
unit  has  three  integrated  circuits 
and  one  regulator.  This  allows  a 
3-inch-square  board  to  hold  all 
the  circuitry.  An  AMD  9513  chip 
generates  the  serial  data  for  the 
transmitter. 


The  Documentation 

The  Topo  manual  is  easy  to  read 
and  understand.  It  comes  in  a 
small  ring  binder  and  includes 
dividers  for  future  chapters.  A 
plastic  holder  protects  the  pro- 
gram disk  and  warranty  card. 
Interestingly,  the  manual  was 
printed  on  a  dot  matrix  printer, 
but  this  does  not  decrease  its 
readability. 

After  an  introduction  to 
Androbot  and  Androbots,  the 
user  is  shown  how  to  unpack 
and  check  Topo.  The  first  section 
also  includes  control  card  instal- 
lation and  battery  charging  in- 
structions. 

The  important  calibration 
procedure,  which  insures  accu- 
rate movement  and  turning,  is 
covered  next.  Finding  calibration 
values  for  each  surface  Topo  will 
move  on  will  minimize  errors 
from  wheel  slippage. 

Finally,  the  last  section  de- 
scribes TopoBASlC,  and  has  ma- 

158    COMPUTi!    November  1983 


terial  for  the  beginning  and  ad- 
vanced programmer.  This  sec- 
tion includes  a  listing  of  the 
machine  language  and  BASIC 
routines.  It  also  provides  a  glos- 
sary of  BASIC  routines. 

Topo  In  Motion 

After  charging  the  batteries,  we 
began  to  use  Topo  under  pro- 
gram control.  This  proved  to  be 
an  interesting  experience.  Topo 
just  did  not  like  repeating  its 
path.  While  drawing  a  square, 
for  example,  it  turned  about  15 
degrees  each  repetition.  This 
made  the  square  rotate  about  its 
center. 

Proper  calibration  improved 
its  performance.  In  our  case,  the 
procedure  took  about  ten  min- 
utes. It  had  to  be  repeated,  how- 
ever, for  other  surfaces. 

The  transmitter  could  con- 
trol Topo  throughout  a  house.  It 
did  have  some  annoying  dead 
spots,  however,  which  made 
Topo  act  erratically  or  stop. 

Topo  cannot  detect  obsta- 
cles. As  a  result,  it  often  ran  into 
people  or  furniture.  This,  in  turn, 
changed  its  path  or  completely 
stopped  it.  Whenever  this  hap- 
pened, it  had  to  be  stopped  and 
moved  to  its  starting  point.  The 
program  was  then  restarted. 

Spectator  reactions  varied. 
Adults  and  teenagers  were  either 
amused  or  skeptical.  Many  won- 
dered what  Topo  could  be  used 
for.  Young  children,  naturally, 
were  a  captive  audience.  They 
would  try  touching  Topo  when- 
ever it  stopped.  Some  even 
talked  to  it. 

Having  already  seen  Heath- 
kit's  Hero  robot,  many  people 
missed  voice  and  head  move- 
ment, claiming  that  these  fea- 
tures make  robots  interesting 
and  lifelike.  A  few  people  also 
wanted  the  arms  to  move.  De- 
spite these  objections,  they  all 
gave  Topo  a  favorable  rating. 

Future  Enhancements 

Androbot  will  offer  a  number  of 
accessories  for  Topo,  including  a 
voice  module  and  Androwagon. 


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1.  In  which  level  does  the  word 
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2.  What  typing  speed  should  genetic 
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3.  How  much  energy  is  lost  for  typing 
a  wrong  letter? 

4.  How  do  you  PAUSE  the  game? 


to  ENTER: 

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1,  Your  name  and  address 
2-   The  Grud  Quiz  number  and  your  four 
answers 

RULES: 

1 .  Ail  entries  must  be  handwritten  and 
individually  mailed. 

2.  Ail  entries  must  be  postmarked  by 
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3.  Only  one  prize  per  person  per  quiz  is 
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game  or  games  of  their  choice. 

LOOK  FOR  MORE  GRUD  QUIZZES  in 
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For  more  information  contact 
your  local  Sirius  dealer  or 
contact  SIrlus  directly  at  10364 
Rockingham  Drive,  Sacramento, 
CA  95827  (915)366-1195. 


Game  desigr  by  Cl^uC^  Sommervi'lle  and  Joe 
Oud^ar  Package,  program  and  audio  visual  c 
1963  Sinus  AH  nghl  leservod 

Sirijs  and  Gruds  in  Space  are  iradsmarks  of 
Sirus  Soltwai'e  \nc  Atai^  SOU  and  ^200  are 
trademarlfs  o1  Aian.  Inc  Commoflofe  64  is  a 
irademark  of  Commodore  Business  Machines. 
Jnc  Appi«  tl,  91  -  and  lie  &fQ  icadernarKs  of  Apple 
Computer,  frc  IBM-PC  is.  a  iraoemark  gl 
'niemaiiDnal  BLisinoss  Machines,  tnc 


Atari  800  &  1200  Disk 
IBM-PC  Disk 
Apple  II,  11+  &  lie 
Commodore  64  Disk 


10610  BAYVIEW  {Bayview  Plaza) 
RICHMOND  HILL,  ONTARIO,  CANADA  L4C  3N8 
(416)884-4165 

C64-LINK 

The  Smart  64 


RTC 


RTC 


Call  or  write        f 

payments 

by  VISA, 

MASTERCARD 

or  BANK 

TRANSFER. 

Mailorders 

also  by 

certified 

check,  etc. 


Many   more  64s 


r  [  I  ]  I  r  1 1 1 1 1 1  r 


^™^ 


2 


ffi 


i 


Spooling 

to 
Printer 


Cartridge 
Expansion  Slot 


Serial 
Audio     I/O 
Switcti      RF    Video    Port 


Cassette  Port 


© 


C64-LINK 


VL16 


(future) 

Cartridge 
Mother  Board 


CP/M 


POWER 

And 
PAL® 


Other 

Cartridges 


i4 


IEEE    Disl<s 

(2031)  (4040) 

(8050)  (8250) 

(9090) 


IEEE    Printers 

(4022)  (8023) 

(8300) 

etc. 


Tape 


1541 

Drive 

\nd 

1525 

Printer 

or  1515  Printerl 

lEEEtoParallel 
Interface 

Parallel 
Devices 


IEEE  to  Serial 

Interface 

True   Serial 

Devices 

Users  Port 


VIC   Modem 


or  VL3  Cable 

to   Parallel 
Printer 


or  VL4   Cable 

to   Standard 

M  odem 


Give  These   Expanded  a"^ 

Capabilities  To  Your  64  V^ 

•k  The  ability  to  transfer  data  from  any  type  of  device  to  another  (IEEE,  Serial, 
Parallel) 

•k  BASIC  4.0  which  allows  you  to  run  mora  PET  BASIC  programs  and  gives  you 
extended  disk  and  I/O  commands. 

•k  The  ability  to  have  several  64s  on  line  together  -  sharing  common   IEEE 
devices  such  as  disks  or  printers  witfi  Spooling  Capability. 

■k  Built-in  machine  language  monitor 

k  A  built-in  terminal  or  modem  program  which  allows  the  system  to  communi- 
cate through  a  modem  to  many  bulletin  board  systems  and  other  computer 
mainframes. 


*  Compatibility  with  CP/M. 


Contact  your  local  Commodore  Dealer  or  RTC. 


Copyright)  ind  Tradsmarks 

C64  is  a  copyright  of  Commodore  Business  Mactiines, 
Inc.  C64-LINK  is  a  Copyright  of  Riohvale  Tele- 
communications. CP/M  is  a  registered  trademark  of 
Digital  Research.  POWER  Is  a  trademark  of  Pro- 
fessional Software.  PAL  Is  a  copycight  of  Brad 
Tennpleton. 


The  voice  module  will  use  a  tape 
recorder  for  high-quality,  low- 
cost  speech.  It  will  be  controlled 
by  a  spare  transmitter  channel 
and  should  help  attract  specta- 
tors and  hold  their  attention. 

The  Androwagon  compen- 
sates for  the  cosmetic  arms.  It 
allows  Topo  to  carry  beverages 
and  other  heavy  objects.  When 
combined  with  speech,  this  ac- 
cessory could  turn  Topo  into  a 
party  host. 

Programmers  should  look 
forward  to  working  with  Topo- 
Logo  and  TopoForth.  These  lan- 
guages simplify  program  de- 
velopment and  allow  commands 
such  as  GO  KITCHEN.  They 
also  draw  the  path  Topo  is  cur- 
rently following.  A  TEACH 
mode  saves  time  by  allowing 
command  sequences  to  be 
created  and  saved  on  disk  for 
future  recall. 

TopoLogo  consists  of  exten- 
sions to  Terrapin  and  Krell  Logos 
for  the  Apple  II  computer,  and 
includes  calibration  and  demon- 
stration programs.  This  package 
provides  the  most  powerful  way 
to  control  Topo. 

Finally,  interface  boards  will 
soon  be  available  for  Atari, 
Commodore,  and  Radio  Shack 
computers.  This  will  undoubtedly 
make  Topo  more  visible.  Despite 
its  limitations,  Topo  provides 
an  excellent  introduction  to 
robotics. 
Tapo 

Audwbot,  Inc. 
101  E.  Daggett  Drive 
Sail  Jose,  CA  95134 
$795 
$495  without  sound  © 


Paper  Porter 

Belsy  and  Stefan  Burr 

There's  something  particularly 
attractive  about  a  simple,  inex- 
pensive device  that  claims  to  do 
the  work  of  complicated  hard- 
ware. That's  what  intrigued  us 
about  a  piece  of  plastic  called  the 
Paper  Porter,  which  is  designed 


to  give  friction-feed  capability 
to  a  tractor-feed  printer  such  as 
the  Epson  MX-80.  Since  friction 
feed  can  add  as  much  as  $100  to 
the  cost  of  a  printer,  this  alterna- 
tive, at  less  than  $5,  is  worth 
considering. 

The  Paper  Porter  is  a  9'/2-by- 
1 7-inch  sheet  of  clear  plastic  with 
holes  punched  in  the  side  so 
that  it  can  be  driven  by  tractor 
pins.  Near  the  top  is  a  pocket 
formed  by  another  sheet,  which 
can  hold  by  friction  an  ordinary 
piece  of  paper,  such  as  letter- 
head. Once  the  top  of  the  paper 
is  inserted  into  the  pocket,  the 
Paper  Porter  is  easily  loaded  and 
run  through  the  printer.  The 
procedure  is  repeated  with  each 
page  in  a  multipage  document. 
With  practice,  we  fc:>und  that  the 
whole  operation  takes  only  a 
few  seconds  -  quite  comparable 
to  the  time  needed  to  run  each 
separate  sheet  through  a  printer 
with  friction  feed. 

Print  On  Letterheads  Or 
Ditto  IVlasters 

Although  printing  on  letterhead 
stationery  may  be  its  primary 
use,  the  Paper  Porter  can  come 
in  handy  in  other  ways.  For  ex- 
ample, we  use  it  to  make  ditto 
masters. 

A  minor  difficulty  arises  in 
trying  to  print  close  to  the  top  of 
a  page.  The  plastic  pocket  over- 
laps the  top  of  the  paper  by  one 
inch,  making  it  impossible  to 
print  above  that  point.  We  solve 
this  problem  by  putting  two 
small  loops  of  masking  tape, 
sticky  side  out,  in  the  pocket. 
This  holds  the  page  so  that  print- 
ing can  start  within  half  an  inch 
or  so  of  the  top.  After  you  put 
the  tape  in  place,  you  may  need 
to  reduce  the  stickiness  a  bit. 
Double-stick  tape  works,  too, 
but  it's  a  trifle  harder  to  adjust 
the  stickiness.  Once  the  tape  is 
properly  placed  and  adjusted, 
the  fix  lasts  for  months. 

On  letterhead  stationery,  of 
course,  there  is  no  need  to  come 
near  the  top  of  the  page,  so  it 
can  be  useful  to  have  one  Paper 


Porter  with  the  tape  and  one 
without  it.  We've  ended  up  ac- 
quiring two  of  each  type,  so  we 
can  be  slipping  one  page  into  a 
Paper  Porter  while  the  other  is 
printing  -  a  timesaver  on  multi- 
page  jobs. 

The  17-inch  length  is  just 
enough  to  prevent  the  out-of- 
paper  switch  on  the  Epson  MX- 
80  from  terminating  printing 
before  the  bottom  of  an  11-inch 
page.  An  earlier  version  of  the 
Paper  Porter  was  too  short, 
making  it  impossible  to  print  to 
the  bottom  of  a  page  unless  the 
switch  had  been  defeated.  With 
paper  longer  than  11  inches, 
and  perhaps  with  some  other 
printers,  the  alarm  may  still  be 
activated.  And,  just  as  with  some 
platen  feed  arrangements,  the 
alarm  may  come  on  when  pages 
are  being  changed.  For  these 
reasons,  it  may  be  desirable  to 
defeat  the  switch,  which  is  not 
usually  difficult.  On  the  MX-80 
it  can  be  done  by  taping  a  small 
piece  of  paper  over  the  switch. 

Business  Enveiopes 
Not  Compatible 

The  Paper  Porter  does  have  one 
significant  drawback:  it  can't 
print  on  a  standard  business 
envelope.  Any  paper  that  is  even 
slightly  wider  than  S'/i  inches 
will  interfere  with  the  tractor 
pins. 

There  is  at  least  one  trick 
which  is  actually  easier  with  the 
Paper  Porter  than  with  a  typical 
friction  (platen)  feed  printer - 
printing  two  or  more  columns  in 
perfect  alignment.  The  standard 
procedure  is  to  print  one  column, 
then  back  up  the  paper  and  print 
the  second  column.  With  friction 
feed,  the  alignment  is  tricky,  but 
with  tractor  feed,  the  pins  guar- 
antee that  the  backed-up  page 
can  be  perfectly  aligned  with  no 
trouble. 

The  Paper  Porter 

5718  Poiidcro^n  Drive 

Stcvcn^viUc,  Ml  49127 

(616)429-6461 

$4.50  ($3.50  in  lots  of  five)  @ 

November  1983    COMPUTEI    161 


Home  Computer  Games 
Grow  Up 


Orson  Scott  Card,  Editor,  COMPUTE!  Books 


I  must  admit  it  took  me  by  sur- 
prise. After  months  of  observing 
that  almost  no  one  was  making 
true  home  computer  games, 
suddenly  I  find  myself  with  a 
fistful  of  games  that  are  every- 
thing I  could  ask  for. 

And  I  do  ask  for  a  lot: 

1.  A  home  computer  game 
should  not  be  designed  to 
minimize  playtime  -  it  should 
not  be  designed  to  take  away 
quarters  bv  making  the  game 
impossible  to  beat. 

2.  It  should  use  the  full 
power  of  the  computer  -  it 
should  do  things  that  only  the 
computer  can  do  well,  and  it 
should  use  all  the  appropriate 
resources  the  computer  provides. 

3.  It  should  be  an  excellent 
game,  not  just  excellent  progmm- 
iiiing  -  the  play  itself  should  be 
exciting  and  not  serve  merely  as 
an  excuse  to  show  off  the  pro- 
grammer's expertise. 

4.  Above  all,  the  game 
should  be  designed  so  the  player 
controls  and,  to  some  degree, 
creates  the  game  as  he  plays  - 1 
have  little  patience  with  games 
that  play  me,  forcing  me  to  follow 
only  one  possible  track  or  learn 
one  mechanical  skill  if  I  hope  to 
win. 

If  those  requirements  sound 
like  what  you  want,  too,  I  have 
good  news  for  you:  there  are 
finally  some  software  companies 
making  a  serious  effort  to  create 
exactly  this  kind  of  game. 

The  software  firm  Electronic 
Arts  has  added  a  fifth  require- 
ment for  itself:  The  game  must 
be  truly  original.  No  Donkey  Kong 
or  Pac-Man  clones  in  this  group 
of  games.  Even  though  each  of 
their  games  has  roots  in  gaming 
traditions,  the  object  has  not 
been  to  recreate  a  favorite  board 
game,  or  duplicate  a  sport,  or 
translate  an  arcade  game. 

162    COMPUTE!    November  1983 


A  Colony  In  Space 

After  years  of  spaceships  blasting 
away  at  each  other,  Electronic 
Software's  M.U.L.E.  (for  Atari 
and  Commodore  64)  is  a  refresh- 
ing change.  In  this  game  by  Dan 
Bunten,  Bill  Bunten,  Jim  Rushing, 
and  Alan  Watson,  you  and  three 
other  colonists  (human-  or  com- 
puter-controlled) have  been  left 
to  mine  for  Smithore.  However, 
you  also  have  to  produce  enough 
food  and  energy  to  survive  until 
your  ship  comes  back  in  six 
months.  To  help  you,  you  have 
an  all-purpose  robot  called  a 
M.U.L.E.  -  which  can  be  as  stub- 
born as  its  flesh-and-blood 
namesake. 

This  leaves  you  with  some 
complex  decisions  to  make. 
While  you  are  competing  with 
the  other  players,  trying  to  make 
a  killing  in  food  production, 
Smithore,  or  energy,  you  also 
have  to  cooperate  with  them,  so 
you  don't  overproduce  one  com- 
modity and  lower  the  price  - 
and  so  you  don't  neglect  to  pro- 
duce enough  food  and  energy  to 
keep  the  colony  alive. 

In  other  words,  it's  a  game 
that  faces  the  fundamental  ethi- 
cal dilemma  of  humanity,  while 
teaching  you,  firsthand,  the 
principles  of  economics.  Sounds 
deadly,  doesn't  it? 

It's  Serious  Fun 

But  deadly  it  is  tiot.  From  the 
opening  cartoon  and  the  funky 
theme  music,  you  know  that 
M.U.L.E.  is  going  to  be  fun.  At 
the  start  of  the  game,  you  get  to 
choose  a  creature  that  will  be 
your  player-figure.  Your  choice 
of  creature  can  challenge  ad- 
vanced players  and  give  a  boost 
to  beginners  -  and  the  descrip- 
tions and  pictures  of  the  crea- 
tures are  fun. 

Once  play  begins,  each 


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III  M.U.L.E.,  I'lviii  izicctwiiic  Arts,  i/oii 
try  to  get  your  plain  to  grow  n$  much  an 
possible. 

"month"  you  and  the  other 
plavers  each  select  a  plot  of  land 
to  develop.  Then  you  take  a  trip 
into  town,  buv  a  M.U.L.E.,  and 
outfit  it  for  the  type  of  production 
vou're  planning.  Then  you  get  it 
back  to  your  property  and  install 
it,  hoping  the  M.U.L.E.  doesn't 
malfunction  and  run  away  dur- 
ing the  trip. 

When  the  month  ends,  you 
have  produced  a  supply  of  food, 
energy,  and  Smithore,  All  the 
players  go  to  the  company  store 
to  buy  and  sell.  There  you  bar- 
gain until  you  agree  on  a  price 
for  your  commodities.  If  some- 
thing is  in  short  supply,  the  price 
will  probably  rise;  if  there's  a  lot 
of  it,  you  can  only  sell  it  at  mini- 
mum. If  you  mined  Smithore 
and  Smithore  is  selling  low,  and 
you  need  to  buy  food,  which  is 
in  short  supply,  you  lose  money. 
The  player  with  the  food,  how- 
ever, does  rather  well.  After  the 
auction  is  over,  the  computer 
tells  you  your  current  net  worth, 
and  you  go  on  and  add  a  new 
plot  of  land  to  your  holdings. 

There  are  other  elements  to 
play.  Wampus  hunting  and  pub 
crawling  can  use  up  the  idle  mo- 
ments after  your  M.U.L.E.  has 
been  installed;  natural  disasters 
like  acid  rain,  pest  attacks, 
planetquakes,  and  a  fire  in  the 
company  store  can  complicate 
things. 

In  all  this,  you  never  touch 
anything  but  the  joystick.  Going 
to  town  and  getting  your 
M.U.L.E.  outfitted  is  all 
joystick-controlled  animation; 
natural  disasters  happen  on 


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screen,  with  well-done  graphics; 
and  the  auctions  are  choreo- 
graphed like  a  Virginia  reel,  with 
buyers  and  sellers  stepping  for- 
ward and  back,  forward  and 
back,  raising  and  lowering  their 
price  until  they  finally  come  to- 
gether and  agree.  Even  your 
supplies  and  M.U.L.E.  installa- 
tions are  graphically  repre- 
sented. 

And  your  shambling,  lazy, 
stubborn  M.U.L.E.  is  a  master-  . 
piece  of  animation  with  style. 

Fantasy  Chess 

Strategy  and  conflict  games,  in 
the  days  before  computers,  al- 
ways had  a  problem:  time  and 
realism.  The  more  realistic  the 
game  is,  the  more  tedious  it  gets, 
moving  little  army  pieces  or 
keeping  track  of  how  many 
wounds  your  character  has  sus- 
tained. And  the  less  realistic  the 
game  is,  the  more  frustrating  it 
is  when  your  well-planned  attack 
is  wrecked  by  a  streak  of  unbe- 
lievably bad  rolls  of  the  dice. 

Some  games,  like  chess, 
simply  ignore  realism:  in  each 
individual  battle,  the  attacker 
always  wins.  Others,  like  Diplo- 
macy, ignore  tactics  and  move 
the  game  to  the  level  of  negotia- 
tions, where  you  quickly  find 
out  how  untrustworthy  your 
friends  are. 

With  Archon:  The  Light  and 
the  Dark,  by  Anne  Westfall,  Jon 
Freeman,  and  Paul  Reiche  III, 
the  computer  lets  the  gamer 
have  it  all.  The  game  is  played 
on  a  chessboard  -  but  this  board 
isn't  all  light  and  dark  squares. 
About  half  the  squares  cycle 
through  various  colors,  from 
light  to  dark  and  back  again.  If 
you're  the  dark  player,  your 
icons  (pieces)  have  much  more 
power  on  dark  squares,  and  are 
weaker  on  the  light  ones;  this 
gives  you  a  powerful  advantage 
when  the  majority  of  the  squares 
on  the  board  are  dark. 

The  icons  each  have  differ- 
ent powers,  and  move  in  differ- 
ent ways.  Your  leading  icon  is 
either  a  wizard  (light)  or  a  sor- 

164    COMPUTE!     Novsmber1983 


ceress  (dark),  which  has  a  reper- 
toire of  powerful  spells,  each  of 
which  can  be  cast  only  once. 
Other  icons  can  walk,  fly,  or 
teleport  a  certain  number  of 
squares  in  each  turn. 

When  your  icon  moves  onto 
an  enemv  square,  you  don't  just 
take  the  square.  You  have  to 
fight  for  it.  The  square  imme- 
diately expands  to  fill  the  entire 
screen,  and  your  two  icons 
meet  in  mortal  combat.  Some 
are  infighters,  and  must  move  in 
close;  others  fire  missiles  at  vari- 
ous speeds;  others  have  an  aura 
which  wards  off  enemy  blows 
and  damages  the  enemy  when  it 
gets  too  close.  If  the  battle  is 
fought  on  a  dark  square,  the 
dark  icon  has  much  greater  en- 
durance; on  a  light  square,  the 
light  icon  has  the  advantage. 
The  action  in  the  battle  is  as  ex- 
citing as  any  arcade  game. 

And  when  the  battle  is  over, 
the  victor  has  the  square-  unless 
evenly  matched  icons  destroyed 
each  other. 

As  with  chess,  it  takes  a 
while  to  learn  all  the  icons  and 
their  various  strengths,  and  it 
takes  more  than  a  little  agility 
and  practice  to  master  the  tech- 
niques of  battle.  But  if  it  were 
too  easy,  it  wouldn't  be  fun. 

The  computer  player  is  very, 
very  good.  I  suggest  you  learn 
this  game  with  an  evenly 
matched  friend  -  it'll  be  a  while 
before  you  can  give  the  computer 
a  run  for  its  money.  Archoit  is 
available  for  the  Atari,  Apple 
and  Commodore  64. 

Training  Your  Pieces 

Wonns,  by  David  S.  Maynard,  is 
that  rare  thing:  an  entirely  new 
game,  which  is  not  only  fun  to 
play,  but  fascinating,  often 
beautiful  to  watch.  The  idea  of 
winning  is  almost  secondary  to 
the  sheer  pleasure  of  watching 
the  game  play  out  on  the  screen. 
Versions  are  available  for  Atari 
and  Commodore  64. 

Four  "worms"  of  different 
colors  are  at  the  center  of  a  dot- 
filled  screen.  The  worms  are 


Archon,  from  Electronic  Arts,  is  a  fan- 
tasy chess  game  with  fast-action  battles 
between  pieces. 

really  lines,  spanning  the  gap 
between  two  dots.  Each  dot  can 
have  up  to  six  lines  radiating 
from  it.  When  all  six  possible 
positions  are  filled,  that  dot  and 
all  the  lines  radiating  from  it 
become  the  color  of  the  worm 
that  finished  filling  it.  You  only 
get  points  for  the  dots  you  fill. 
When  your  worm  runs  into  a 
place  from  which  there  is  no 
escape  -  no  unfilled  dot  to  move 
to  -  it  dies.  When  all  worms  have 
died,  the  game  is  over,  and  the 
winner  is  the  player  whose  worm 
has  finished  the  most  dots. 

The  best  feature  of  Worms, 
though,  is  that  instead  of  con- 
trolling every  choice  your  worm 
makes,  you  actually  train  your 
worm.  There  are  dozens  of  pos- 
sible configurations  for  each  dot 
your  worm  might  come  to  -  dif- 
ferent numbers  of  lines  already 
drawn,  in  different  places,  com- 
bined with  the  six  possible  angles 
from  which  your  worm  might 
have  approached  the  dot.  When 
you  are  training  a  new  worm, 
each  time  it  reaches  a  configura- 
tion it  hasn't  seen  before,  the 
game  stops  for  a  moment  while 
you  decide  what  direction  the 
worm  should  go.  Once  you've 
decided,  from  then  on  it  will 
always  make  that  choice  whenever 
it  sees  that  identical  configuration. 

After  a  very  short  time,  your 
worm  doesn't  stop  at  all  -  it  is 
fully  trained,  and  continues  to 
do  everything  you  trained  it  to 
do.  If  your  training  was  good,  it 
will  finish  many  dots;  if  your 
training  wasn't  so  good,  it  will 
either  tie  itself  in  a  knot  and  die, 


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simply  touch  the  screen  with 
the  pen  and  a  display  is  altered 
or  new  information  is  entered. 
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Trni)i  your  warm  and  wnich  it  coiupcic 
for  survhml  in  Worms,  from  Electronic 
Arts. 

or  string  itself  out  all  over  the 
screen,  never  finishing  dots  at 
all,  just  leaving  long  trails  for 
better-trained  worms  to  come  in 
and  finish. 

In  other  v^^ords,  you  create  a 
creature  that  seems  to  be  alive. 
You  can  save  worms,  too,  and 
use  them  again.  The  computer 
can  also  generate  worms  accord- 
ing to  several  possible  param- 
eters. And  when  the  worms  are 
fully  trained,  you  can  sit  back 
and  watch  them  make  their  pat- 
terns on  the  screen.  At  the  fastest 
speed  setting  it's  as  exciting  as  a 
hotly  contested  race;  at  the 
slower  speeds,  it  is  fascinating 
to  study  the  geometric  patterns 
as  the  designs  unfold. 

Seeds  and  Spacewatking 

Jaron  Lanier's  Moondiist  Creative 
Software  cartridge  for  the  Com- 
modore 64,  like  Worms,  is  a 
highly  original  game  concept 
that  could  not  exist  withoutthe 
computer.  With  a  single  joystick, 
you  control  a  spacewa]ker  and 
several  "moondrop  ships"  with 
the  same  motion.  When  you 
make  them  turn,  they  move  in 
gradual  curves  rather  than  sud- 
den angles,  and  since  they  leave 
a  trail  of  gradually  fading  moon- 
dust  behind  them,  the  screen 
display  is  graceful  and  strange  - 
a  world  you  have  never  visited 
before.  Add  to  this  the  haunting 
music,  and  Moondust  is  fascinat- 
ing to  play  for  the  sheer  beauty 
of  it. 

It's  also  fun.  You  must  ma- 
neuver your  spacewalker  away 

166    COMPUTE!     November  19B3 


from  the  center  of  the  screen, 
where  he  leaves  a  single  seed  at 
the  spot  you  choose.  After  that, 
you  must  maneuver  the  ships  to 
pass  over  the  seed.  Each  time 
they  pass  over  the  seed,  they 
draw  a  trail  of  seed  squares  after 
them.  You  must  try  to  draw  the 
trail  of  seed  squares  until  they 
reach  the  center  of  the  screen; 
when  they  do,  the  energy  field 
dances.  However,  the  seed  can 
only  be  drawn  out  into  a  limited 
number  of  squares,  and  if  you 
haven't  reached  the  center  in 
time,  the  game  ends.  And  each 
time  the  spacewalker  collides 
with  a  ship,  he  gets  bashed;  too 
many  collisions  and  he  is 
knocked  right  out  of  the  game. 

Like  the  Electronic  Arts 
games,  this  is  a  home  computer 
game.  It  would  never  make  it  in 
the  arcades.  The  very  things  that 
make  it  so  good  -  the  smooth 
and  ballet-like  movement,  the 
gentle  mood  of  the  music,  the 
original,  challenging,  thoughtful 
play  system  -  would  all  be  lost 
next  to  razzle-dazzle  games. 
This  game  will  make  you  glad 
you  bought  a  home  computer. 

A  Musical  Toy 

When  children  start  playing 
around  with  music,  the  results 
can  be  awful.  Endless  scales  and 
practice  songs,  sawing  at  a  violin, 
pounding  at  a  piano,  blasting 
down  walls  with  a  trumpet  - 
parents  of  children  who  are 
learning  music  deserve  medals. 

Wes  Horlacher's  T/;t'  Magic 
Melody  Box,  available  for  Atari 
from  APX,  takes  all  the  pain  out 
of  a  child's  first  experiments 
with  music,  and  helps  children 
learn  to  visualize  pitch  and 
duration. 

At  the  beginning  of  each 
new  tune,  you  are  asked  to  de- 
cide how  fast  and  slow  you  want 
your  tune  to  be.  Those  words 
are  deceptive  -  you  aren't  choos- 
ing speed  so  much  as  you  are 
choosing  a  rhythm,  a  pattern  of 
note  durations  ranging  from 
whole  notes  to  eighth  notes, 
with  some  more  complex 


rhythms  in  between. 

Once  you  have  chosen,  an 
orange  box  appears  on  the 
screen,  with  the  rhythm  graphi- 
cally represented  below  it.  You 
start  at  the  left  side  of  the  box 
and,  with  the  joystick,  draw  a 
line  to  the  right.  You  can  move 
the  joystick  up  or  down  to  raise 
or  lower  the  pitch;  the  longer 
your  line  stays  on  one  pitch,  the 
longer  your  finished  tune  will 
play  that  note. 

When  you  reach  the  right- 
hand  edge  of  the  screen,  your 
tune  is  finished.  While  you  lis- 
ten, the  program  makes  several 
quick,  soft  passes  through  your 
tune.  The  wait  is  worth  it.  When 
your  tune  plays  again,  the  pro- 
gram has  added  harmonies  that 
turn  it  into  a  full  four-voice  ar- 
rangement, four  measures  long. 
Your  tune  plays  twice;  then  a 
computer-generated  interlude 
varies  your  theme  for  four  meas- 
ures; then  your  tune  plays  again. 
Musical  purists  will  proba- 
bly scream  about  "manufac- 
tured"  harmonies.  I  can  only 
answer  that  the  results  here  are 
not  tin-can  standard  progres- 
sions: the  harmonies  are  fully 
responsive  to  the  notes  of  your 
tune.  The  variation  in  the  inter- 
lude is  mathematically,  and 
musically,  derived  from  your 
melody.  And  the  result  is  truly 
enjoyable  music  which  is  never- 
theless under  your  control  to 
a  surprising  degree.  And  the 
two-dimensional  method  of 
drawing  a  melody  helps  children 
visualize  pitch  much  more  effec- 
tively than  does  the  confusing 
musical  staff. 

The  Magic  Melody  Box  isn't 
good  just  because  it  makes  chil- 
dren's experiments  endurable, 
though  that  is  certainly  a  virtue. 
In  fact,  while  I  enjoyed  my  chil- 
dren's music  and  the  hours  of 
delight  they  got  from  it,  1  got 
even  more  pleasure  from  experi- 
menting with  it  myself.  I've  com- 
posed music  and  played  several 
instruments,  and  The  Magic 
Melody  Box  certainly  doesn't  re- 
place the  orchestra,  but  it  does 


use  the  computer  to  remove 
many  layers  of  theory  and  many 
hours  of  practice  which  usually 
stand  between  the  creative  im- 
pulse and  the  aesthetically  pleas- 
ing sound. 

1  wish  other  programmers 
would  learn  from  Horlacher's 
deceptively  simple  virtuoso 
music  program:  the  value  of 
computer  sound  is  not  confined 
to  sound  synthesis.  In  fact,  the 
computer  can  and  should  be 
used  to  remove  barriers  between 
the  would-be  musician  and  his 
music.  This  program  reminds 
you  why  producing  music  is 
called  "playing." 

What  do  these  games  have 
in  common  that  makes  them 
excellent?  They  are  original;  they 
do  what  they  set  out  to  do  very, 
very  well;  they  allow  the  player 
to  take  part  in  the  creativity; 
they  do  things  that  only  com- 
puters can  do. 

Above  all,  though,  is  the 
fact  that  I  didn't  want  to  stop 
playing.  And  when  I  wasn't 
playing,  I  didn't  want  to  stop 
watching  other  people  play. 
That's  as  good  a  definition  oi  fun 
as  1  can  think  of. 

M.U.L.E. 

Archon:  The  Light  and  the  Dark 

Worms 

Electronic  Arts 
2755  Cmupus  Drive 
San  Mateo,  CA  94403 
$39.95 

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230  East  Caribbean  Drive 
Sunnyvale,  CA  94086 
$34.95 

The  Magic  Melody  Box 

Atari  Program  Exchange 

155  Moffett  Park  Drive,  Bl 

P.O.  Box 427 

Sunnyvale,  CA  94086 

$17.95  © 


Get  Omni  quality 
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even  if  all  you  want  is  a 
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152  Boston  Turnpike 
Shrewsbury,  MA  01545 
(800)  343-0314; 
In  Mass: 
(6)7)  756-2960 


Call  roll-free  for  great  savings  on  Omni's  complete 
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ow, 
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if8"and5'/4" 
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Singli;  siJu/singlc  density 

Single  side/double  density 

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Flip/ Floppy  reversible 

Plastic  library  case 

lin  iit'u  of  soft  storajjf  box)  { 

Sbippirig  and  handling 

1S2.W  hvix  10  riK-t.  •!&•  a^diiional  10  packs.  Contiiu-mal  U.S.  only.) 

5%  sales  tax  (Mass  only) 

nChttk       DCOD    D  Master  Card    DviS.A 


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Sysicm/JriVL'  model  /_ 
Td 


i\'aiTi«  _ 
Address  _ 


The  Timex/Sinclair 
2040  Printer 


When  Clive  and  Ian  Sinclair  de- 
signed the  $99  computer,  the 
world  was  truly  amazed.  Some- 
times lightning  does  strike  twice, 
because  they've  done  it  again, 
with  a  $99  printer. 

As  you  would  expect  from 
Timex,  the  company  that  mar- 
kets Sinclair's  computer  in 
America,  this  printer  is  small, 
inexpensive,  and  works  perfectly 
when  you  take  it  out  of  the  box. 

What  will  the  Timex/Sinclair 
2040  Printer  do?  First  of  all,  you 
can  make  a  printed  copy  of  your 
own  BASIC  programs.  This  can 
save  you  hours  of  trying  to  read 
your  program  off  the  TV  screen, 
no  easy  task  since  the  screen  can 
handle  only  22  lines  at  a  time. 
Second,  if  you  have  created  a 
picture  on  your  screen  with 
Timex/Sinclair' s  graphics,  you 
can  make  a  copy  of  that  picture 
on  the  printed  page.  Third,  it 
will  print  individual  characters 
on  the  page,  for  simple  word 
processing  programs. 

The  2040  is  a  particular  kind 
oidot  matrix  printer.  Each  letter  is 
printed  by  little  wires  that  move, 
creating  the  letters  by  electrical 
charges  that  "burn"  holes  in  a 
special  paper.  Each  letter  is  made 
from  a  grid  of  dots,  eight  dots 
high  and  eight  dots  wide.  The 
line  length  of  the  printed  page  is 
32  characters  across. 

Setting  It  Up 

After  unpacking  the  printer,  all 
you  have  to  do  is  plug  the  printer 
cable  into  the  back  of  the  com- 
puter. If  you  have  a  RAM  pack, 
you  can  plug  the  cable  in  be- 
tween the  computer  and  the 
RAM  pack.  The  printer  comes 
with  its  own  24-volt  power  sup- 
ply, which  plugs  into  any  110- 
volt  wall  socket. 

Be  careful,  however,  when 
connecting  the  printer.  If  you 
plug  in  the  printer  while  the  com- 
puter is  on,  the  sudden  rush  of 

168    COMPUTEI    November  1983 


Seth  McEvov 
electricity  could  overload  one  of 
the  integrated  circuits.  Also,  if 
you  attempt  to  print  anything 
before  you  load  the  paper,  it 
could  damage  the  printing 
mechanism. 

The  printer  has  simple  con- 
trols -  an  ON  key  and  an  OFF 
key.  You  can  also  test  the  printer 
by  pressing  the  OFF  button  while 
pressing  the  ON  button.  If  the 
printer  is  working  correctly,  it 
will  print  rows  of  I's  and  8's 
until  you  stop  it  by  pressing  OFF 
again.  Furthermore,  you  can 
advance  the  paper  by  pressing 
ON,  if  the  printer  is  already  ON. 

Unfortunately,  the  printer 
does  not  have  a  light  to  warn 
you  when  the  power  switch  is 
on.  The  motor  heats  up  a  great 
deal,  and  if  the  printer  is  left  on  a 
long  time,  it  may  wear  out  sonie 
of  the  components. 

Timex  supplies  one  82-foot 
roll  of  paper,  4  inches  wide. 
Further  rolls  of  this  special  ther- 
mal paper  should  be  available 
from  Timex  dealers  at  $2  a  roll. 
Timex  cautions  you  not  to  buy 
any  other  kind  of  paper,  but  the 
HP-85  computer  from  Hewlett- 
Packard  uses  the  same  kind  of 
paper.  Since  the  paper  from 
Timex  has  a  red  strip  to  warn 
you  when  you  are  near  the  end 
of  the  roll,  you're  safest  using 
Timex  paper.  (Perhaps  you  could 
ink  the  inner  part  of  one  end  of  a 
non-Timex  roll  with  a  red  felt-tip 
pen.) 

Making  If  Work 

Using  the  printer  is  easy.  You 
can  use  three  special  commands 
already  built  into  Timex/Sinclair 
BASIC:  COPY,  LUST,  and 
LPRINT. 

COPY  is  used  to  transfer 
whatever  is  on  the  computer 
screen  to  the  printer.  You  may 
type  it  directly  (by  pressing  the 
Z  key)  or  it  may  be  part  of  a 
program. 


The  figure  shows  what  a 
digitized  apple  looks  like  on  the 
printer.  The  picture  was  first 
"printed"  on  the  screen  (using 
the  PRINT  command)  and  then 
copied  to  the  printer  using  the 
COPY  command. 

That  apple  was  printed  by 
using  inverse  spaces  (Graphics 
key  and  Space)  and  shaded 
squares  (Graphics  key  and  Shift 
H). 

If  ytiu  look  closely,  you  will 
notice  that  the  tiny  squares  that 
make  up  the  picture,  such  as  the 
top  of  the  apple  stem,  are  not 
exactly  square.  You  can  also  see 
the  individual  wire  tracks  across 
the  picture.  However,  for  $99, 
this  is  quite  acceptable.  The  per- 
son who  buys  a  Timex/Sinclair 
computer  is  not  likely  to  want  to 
spend  $1000  for  a  high-resolution 
dot  matrix  printer. 

Here  is  the  program  that  was 
used  to  print  the  apple  picture  to 
the  TV  screen.  We  can  make  a 
copy  of  the  program  (listing)  by 
typing  LIST  (Shift  G). 


= 

REM 

117 

PRINT 

2_  = 

PRINT 

20 

PRIMT 

33 

C-RIMT 

i3 

ceihT 

lOS 

PRINT 

123 

PRINT 

i3S 

PP.  INT 

14.0 

PRINT 

15B 

PRINT 

16l3 

PRINT 

,165 

PPINT 

170 

PRINT 

130 

PRINT 

190 

PRINT 

13  = 

PRINT 

la? 

PRINT 

=  0G 

PRINT 

r  10 

PRINT 

=  i; 

PRINT 

5£0 

PRINT 

-■me, 

COPY 

400 

STOP 

fi     IS    FOP     hPP^E 


Apple  Picture  hy  Laurie  Smith 
LLIST  will  print  out  what- 
ever BASIC  program  is  currently 
in  memory.  If  you  have  a  long 
program,  it  will  print  out  the 
whole  thing  in  one  long  roll. 

Suppose  you  have  a  differ- 
ent application,  say  a  simple 
word  processor.  You  can  use  the 
LPRINT  command  to  print  indi- 
vidual letters  on  the  printer.  The 
computer  waits  until  the  entire 
line  is  ready,  and  then  it  prints 
your  line. 

The  following  program 


prints  all  the  letters,  numbers, 
punctuation,  and  graphics  char- 
acters that  the  Timex/Sinclair 
computer  has  available: 


A 

REIi 

5 

LPPINT  " 

6 

LPRINT 

lPRINT  '■    PRINTABLE  CUflROC 

TER5' 

S 

LPRINT  "    ON 

THE 

TIMEX 

HOi 

0  PRINTER" 

q 

LPRINT 

10 

LET  R=l 

10130 

LPRIMT  CMRS 

fl 

"  '* ; 

laie 

LET  fi=fl+l 

1B20 

IF  fl>53  AMD 

fl 

<1SS 

THEN  GOTO 

1B10 

1030 

IF  H,lc=INT 

(fl/16) 

THEN 

UUI 

0  1100 

104.0 

IF  Fl>191  THEN 

GQTC 

1090 

1050 

GOTO ■ laeo 

1090 

STOP 

1100 

LPRINT 

1110 

LPRINT 

1120 

GOTO  1040 

1130 

STOP 

This  program  is  fairly  sim- 
ple. The  only  odd  part  is  in  lines 
1020  and  1040.  Since  the  Timex/ 
Sinclair  stores  all  its  BASIC  com- 
mands as  single  numbers,  we 
want  to  make  sure  that  those 
commands  (RUN,  GOTO,  etc.) 
are  not  printed.  We  already  know 
what  their  letters  look  like. 

When  you  run  the  program, 
this  is  what  it  should  print  out: 


PRINTSBLE     CHPlRfiCTERS 

Oil    THE    TIMEX    204.0    PRINTER 

(  )  ><=  +  -*-,  ,.0123 
i56769flBCDEFGHlL.' 
K     L    M     N    0     P    0     R    S    T    U     U    W     X    V     3 

■  Jfc.l  IS  .llftlSSIl 
BBIIBBDBiaiBBBSS 

BSSBisBSBaiasaei 

BiiDlBasaBiHBBBBS 

other  Features 

The  Timex/Sinclair  printer  is 
relatively  fast,  printing  at  a  rate 
of  50  to  80  characters  per  second. 
It  will  COPY  a  full  24-line  screen 
to  the  printer  in  less  than  11  sec- 
onds, It  is  much  quieter  than 
most  dot  matrix  printers,  making 
a  whirring  noise  not  much  louder 
than  a  tape  recorder  rewinding. 
This  printer  will  be  greeted 
with  enthusiasm  by  serious 
Timex/Sinclair  computer  users. 
Writing  programs  without  being 
able  to  print  out  listings  has  been 
a  problem,  since  you  could  only 


view  22  lines  of  your  program  at 
a  time.  In  a  very  long  program, 
it  seemed  to  take  hours  to  find  a 
particular  line.  Also,  being  able 
to  print  out  the  unique  graphics 
of  the  Timex/Sinclair  is  a  plus. 

An  earlier  version  has  been 
available  in  England  for  quite 
some  time,  but  the  new  2040  has 
been  changed  to  work  with 
American  voltages  and  it  uses  a 
better  grade  of  thermal  paper. 

Once  again,  Sinclair  is  to  be 
congratulated  for  inventing 
something  smaller  and  less  ex- 
pensive than  anyone  else.  Timex 
is  to  be  congratulated  for  bringing 
it  to  America,  and  for  energeti- 
cally supporting  their  products. 
This  printer  fits  in  well  with  the 
Timex/Sinclair  philosophy  -  it 
does  the  job  without  frills  and 
without  great  expense  to  the 
consumer. 

Timex/Sinclair  2040  Printer 
Timex  Computer  Corporation 
Waterbury,CT  06725 
$99.95  © 


Modem  wftti  Printer  Interface  for 
Atari,  Commodore,  and  Vic 


Direct  connect,  autodial,  autoanswer  modem, 
also  runs  a  parallel  printer.  300  baud  modem  has 
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prints  whatever  appears  on  your  screen  as  it 
comes  over  the  telephone. 

One  box  does  it  all  so  you  can  receive  the  most 
from  your  computer.  Terminal  program  supplied, 
complete  and  ready  to  run. 

Auto-Print  IViicroconnection  retails  for  S  149.95. 


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(206)  881-7544 


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unlimiled  number  ol  words  and  sentences  and 
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adventure  games  that  talk'  A  must  (or  enhanc- 
ing your  programming  creativity  and  pleasure. 

60K  IWEMORY  EXPANDER  $59.00 

SiKslot  —  Switch  selectable  —  Reset  Oullon  — 
Ribbon  cable.  A  must  to  get  the  most  out  of 
your  VIC-20  Computer  Includes  FREE  $29.95 
adventure  game. 

8K  RAM  CARTRIDGE  $39.95 

Increases  programming  power  2  1/2  times.  Ex- 
pands total  memory  lo  33K  (33,000  bytes(. 
Memory  block  switches  are  on  outside  of  cover! 
Includes  FREE  $16.95  game. 

16K  RAM  CARTRIDGE  S69.00 

Increases  programming  power  4  limes.  Expands 
loial  memory  to  41K  (41.000  Oytes).  li^emory 
block  switches  are  an  outside  cover!  Includes 
FREE  $29-95  adventure  game' ! 

12-  GREEN  SCREEN  MONITOR  S99.00 

Excellent  quality  GREEN  PHOSPHOROUS 
VIDEO  KrfONITOR  with  antiglare,  1920  characters 
(80  characters  x  24  rows).  Save  your  TV  a  must 
(or  BO  column  word  processors.  PLUS  $9.95  for 
VIC  20  or  Commodore  64  Cable 

12"  AMBER  SCREEN  MONITOR  $119.00 

Premium  quality  AMBER  VIDEO  MONITOR  With 
antiglare.  (80  characters  i  24  rows),  eiceptionai- 
ly  clear  screen,  faster  scanning.  lOOO  fines. 
PLUS  $9.95  for  VIC  20  or  Commodore  64  Cable. 


•  LOWESTPRICES*  15  DAY  FREE  TRIAL  •  90  DAY  FREE  REPLACEMENT  WARRANTY 
•  BEST  SERVICE  IN  U.S.A.  •  ONE  DAY  EXPRESS  MAIL  •  OVER  500  PROGRAMS  •  FREE  CATALOGS 


I  Add   $10,00   (or   stripping,   handling   and   insurance,   Illinois   residents 
I  please  add  6%  lax.  Add  $20.00  for  CANADA,  PUERTO  RICO,  HAWAII 
I  orders.  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES. 
I  Enclose  Cashiers  Chech,  Money  Order  or  Personal  Check.  Allow  14  days 


for  delivery,  2  to  7  days  for  phone  orders.  1  day  express  mail!  Canada 
orders  must  be  in  U.S.  dollars.     VISA  —  MASTER  CARD  -  CO, D. 


CK|TCDpDI7,CC  (we  love  our  customers) 

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Suggested  Retail  Price 

Prico  l^O*n  itclMw\J  i>n  jLiU  (rum  cjtli  niinul; 


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■Einon  ind  Cn.<:.ii  ...  .r.t.lt.t.i  ir-Jtn,jrl>  01  tl^«  Amf.i.i,  Int    .^  OV.0:.i;i  Coit^  mftni-fly. 


Now  you  can  save  big  on  the  Coin-Star  15  "  dot  matrix  printer 
from  Protecto,  while  they  last! 

It's  the  15/1"  carriage  printer  that  combines  the  most  advanced 
features  with  a  price  that's  better  than  ever.  And  component  by 
component,  Com-Star  15"  is  so  reliable,  Protecto  can  warranty  it 
for  up  to  twice  as  long  as  its  major  competitors. 

The  popular  Com-Star  15 ".  A  great  printer  at  a  truly  great  price. 
When  you  add  it  up,  it  figures  to  be  a  super  sale. 


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.  LOWEST  PRICES  •  15  DAY  FREE  TRIAL  •  90  DAY  FREE  REPLACEMENT  WARRANTY 
•  BEST  SERVICE  IN  U.S.A.  •  ONE  DAY  EXPRESS  MAIL  •    FREE  CATALOGS 


•Add  $17.50  for  shipping,  handling  and  insurance,  Illinois  residents  ' 

!  please  add  6%  tax.  Add  $35.00  for  CANADA,  PUERTO  RICO,  HAWAII 
{orders.  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES. 

[Enclose  Castiiers  Check,  Money  Order  or  Personal  Ctieck,  Allow  14  days' 
'for  delivery,  2  to  7  days  for  phone  orders,  1  day  express  maill  Canada  • 
lorders  must  be  in  U.S.  dollars.  VISA  —  MASTER  CARD  —  C,0,D, 


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EIMTERPRIZES  (we  love  our  customehsi 

BOX  550,  BARRtNGTON,  ILLINOIS  60010 
Phon«  312/382-5244  to  ordtr 


80  COLUMN  PRINTER  SALE— $149.00* 


*STX-80  COLUMN 

PRINTER— $149.00 

Prints  full  80  columns,  Super  silent  operation, 
60  CPS,  prints  Hl-resolutlon  graphics  and 
block  graphics,  expanded  character  set,  ex- 
ceptionally clear  characters,  fantastic  print 
quality,  uses  Inexpensive  thermal  roll  paperl 

DELUXE  COMSTAR  T/F 
PRINTER— $219.00 

The  Comstar  T^F  Is  an  axcellant  addition  to 
any  micro-computer  system.  (Interfaces  are 
available  for  Apple,  VIC-20,  Commodore-64, 
Pet,  Atari  400  and  800,  and  Hewlett  Pacl^ardj. 
At  only  $219  the  Comstar  gives  you  print  quali- 
ty and  features  found  only  on  printers  costing 
twice  as  much.  Compare  these  features. 

•  BI-DIRECTIONAL  PRINTING  with  a  LOGIC 
SEEKING  CARRIAGE  CONTROL  for  hiaher 
through-put  in  actual  text  prlntlnQ.  80 
characters  per  second. 

•  PRINTINQ  VERSATILITV:  standard  96  ASCII 
character  set  plus  btocit  graphics  and  Interna- 
tional scripts.  An  EPROM  character  generator 
Includes  up  to  224  characters. 

•  INTERFACE  FLEXIBILITY:  Centronics  Is 
standard.  Options  include  EIA  HS232C,  20mA 
Current  Loop. 

•  LONQ  LIFE  PRINT  HEAD:  100  million 
character  life  expectancy. 

•  THREE  SELECTABLE  LINE  SPACINQS:  6,  8 

or  12  lines  per  Inch, 


•  THREE  SELECTABLE  CHARACTER 
PITCHES:  •  10,  12  or  16.5  characters  per  Inch. 
132  columns  maximum.  Double-width  font  also 
Is  standard  lor  each  character  pilch. 

•  PROGRAMMABLE  LINE  FEED:  program- 
mable length  from  1/144  to  255/144  Inches. 

•  VERTICAL  FORMAT  CONTROL:  program- 
mable form  length  up  to  127  lines,  useful  for 
short  orover-stied  preprinted  torms. 

•  FRICTION  AND  TRACTOR  FEED:  will  accept 
Single  Sheet  paper. 

•  224  TOTAL  CHARACTERS 

•  USES  STANDARD  SIZE  PAPER 

If  you  want  more  try  — 

Premium  Quality 
COMSTAR  T/F  SUPER-10X 

PRINTER— $299.00 
More  Features  Than  RX-80 

For  $299  you  get  all  of  the  features  of  the 
Comstar  T/F  plus  10"  carriage  120  cps,  9x9 
dot  matrix  with  double  strike  capability  for  18 
X  18  dot  matrix.  High  resolution  bit  Image  (120 
X  144  dot  matrix),  underlining,  backspacing, 
left  and  right  margin  settings,  true  lower 
descenders,  with  super  and  subscripts,  and 
prints  standard,  Italic,  Block  Graphics,  special 
characters,  plus  2K  of  user  definable  char- 
acters. For  the  ultimate  In  price  performance 
(the  Comstar  T/F  Super  10"  leads  the  pack! 


Double 

Immediate  Replacement 

Warranty 

We  have  doubled  the  normal  90  day  warranty 
to  180  days.  Therefore  If  your  printer  falls 
within  "180  days"  from  the  dale  of  purchase 
you  simply  send  your  printer  to  us  via  United 
Parcel  Service,  prepaid.  We  will  IMMEDIATELY 
send  you  a  replacement  printer  at  no  charge 
via  United  Parcel  Service,  prepaid.  This  warran- 
ty, once  again,  proves  that  WE  LOVE  OUR 
CUSTOMEFIS! 

15   DAY   FREE  TRIAL 

OTHER  OPTIONS 

Extra  Ribbons $  5.95 

Roll  Paper  Holder 32.96 

Roll  Paper 4.95 

5000  Labels 19.95 

1100  Sheets  Fan  Fold  Pip«r 13.96 

Add  $17.60  shipping,  handling  and  insurance- 
Illinois  residenis  please  add  6%  tax.  Add 
$40.00  for  CANADA,  PUERTO  RICO,  HAWAII, 
ALASKA  orders.  WE  DO  NOT  EXPORT  TO 
OTHER  COUNTRIES-  Enclose  cashiers  check, 
money  order  or  personal  check-  Allow  14  days 
(or  delivery.  2  to  7  days  for  phone  orders,  1 
day  express  mail  available!!  Canada  orders 
must  be  in  US,  dollars. 


ENTER  PRIZES  IWE  LOVE  OUR  CUSTOMERS! 

BOX  S50,  BARHINCTON,  ILLINOIS  60010 
Phone  312/3825244  lo  order 


SUPER-10"  ABCDEF'CSH  UKI_MNOI 

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GRAFSTAR  (Apple  interface  card  •  "Like  Grappler  Plus")  SALE  $69.00. 


Commodore  Files 
For  Beginners 

Part  1 


Jim  Butterfteld,  Associate  Editor 


In  Part  1  of  this  article,  Jim  Btitterfield  explains  what 
files  are  and  how  to  create  them  on  either  disk-  or  tape- 
based  systems. 


A  computer  can  maintain  files.  They  are  some- 
thing like  the  files  we  can  keep  in  a  filing  cabinet. 
We  may  add  information,  remove  items,  change 
data,  or  just  look  at  what's  in  the  file. 

Let's  take  a  look  at  how  we  can  create  and 
recall  information  within  files.  Our  examples  will 
be  Commodore-oriented  (PET,  CBM,  VIC,  and 
64),  although  the  principles  generally  apply  to  all 
computers. 

The  examples  here  mvolve  tape  or  disk  files. 
However,  we  won't  use  a  special  type  of  disk  file 
called  a  relative  file.  Instead,  we'll  stay  with  se- 
quential files,  which  are  simpler,  often  more  useful, 
albeit  less  powerful. 

Ground  Rules 

A  file  is  stored  on  disk  or  tape  as  a  series  of  mag- 
netic impulses.  Once  we  have  stored  information 
in  a  file,  it  will  stay  there  until  we  remove  (or 
"scratch")  it. 

If  you  want  to  change  a  sequential  file  through 
additions,  deletions,  or  changed  data,  you  must 
create  a  new  copy  of  the  file  containing  these 
changes.  You  can't  change  the  old  file  as  it  stands. 
This  apparent  limitation  can  often  prove  to  be  an 
advantage,  however:  it  encourages  users  to  keep 
old  files  as  historical  data  or  as  a  backup  resource. 

Files  are  similar  to  programs  in  many  ways. 
We  save  both  programs  and  files  on  disk  or  tape. 
Both  contain  data.  Apart  from  the  obvious  dis- 
tinction, there's  a  difference  in  usage  between 
programs  and  files:  files  often  change,  programs 
seldom  do  so.  As  an  example,  a  program  to  record 
student  marks  shouldn't  need  changing  once  it  is 
checked  out  unless  the  school  changes  its  proce- 

174    COMPUTEl    November  1983 


dures  significantly.  But  the  file  changes  from  class 
to  class,  from  test  to  test. 

Programs  read  and  write  files.  But  files  don't 
belong  to  a  single  program.  A  file  of  student  marks 
might  be  used  by  several  programs  such  as  an 
updating  program,  a  report  printer  program,  and 
a  stafisfical  analysis  program.  Similarly,  programs 
often  are  not  locked  in  to  a  fixed  set  of  files:  a  pro- 
gram which  updates  student  marks  might  be  used 
for  several  different  subjects,  classes,  and  grades, 
each  of  which  would  have  a  distinct  set  of  files. 

File  Components 

The  elements  of  a  file  aren't  hard  to  recognize.  A 
file  is  a  whole  collection  of  information  on  some 
subject;  it's  like  a  file  folder  in  your  desk.  A  record 
is  information  on  a  single  person,  place,  or  thing. 
We  use  these  words  in  English  conversation:  "This 
is  a  file  of  all  my  books;  I  have  a  record  of  every 
book  I  own."  Within  each  record,  a  field  is  an  item 
of  information  -  for  example,  title,  author,  pub- 
lisher, date  published,  price,  etc. 

When  you're  planning  to  set  up  a  computer 
file,  it's  very  important  to  work  out,  in  detail, 
what  fields  each  record  wUl  have.  If  you  forget 
one,  it  will  be  a  tough  job  to  add  the  information 
later.  Also,  planning  your  fields  will  give  you  an 
idea  of  how  many  characters  will  be  in  each  record. 
Multiply  this  by  the  number  of  records  you  expect 
to  have,  and  you'll  be  able  to  estimate  the  amount 
of  disk  space  or  length  of  tape  that  the  computer 
will  need. 

First  File  Mechanics 

In  order  to  read  or  write  a  file,  your  program  must 
go  through  three  distinct  phases: 

1.  The  file  must  be  OPENed.  We  must  give 
information  on  such  things  as:  what  physical 
device  (disk  or  tape);  what  the  filename  must 


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12"  Screen  -  AnnberText  Display  (anti-reflective  screen)  $119.00 

14''  Screen  -  Color  Monitor  (national  brand)  $249.00 

Display  Monitors  From  Sanyo 


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quality  data  monitors.  Designed  for  commercial  and  personal  com- 
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front brightness  and  contrast  controls.  The  capacity  5x7  dot 
characters  as  the  input  is  24  lines  of  characters  with  up  to 
80  characters  per  line. 

Equally  important,  all  are  built  with  Sanyo's  commitment 
to  technological  excellence.  In  the  world  of  Audio/Video,  Sanyo  is 
synonymous  with  reliability  and  performance.  And  Sanyo  quality  is 
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manufactures  and  tests  virtually  all  the  parts  that  go  into  our  products, 
from  cameras  to  stereos.  That's  an  assurance  not  everybody  can 
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t  Add  S10.00  tor  shipping,  handling  and  Insurance.  Illinois  residents  t 
I  piBBSe  add  6%  tax.  Add  $20.00  tor  CANADA,  PUERTO  RICO,  HAWAII  | 
I  ordera.  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES.  j 

I  Enclose  Cashiers  Check,  Money  Order  or  Personal  ChecK.  Allow  14  | 
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1 


CMTCDODI^CQ  (welove  our  customers) 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phone  312/3825244  lo  ordtr 


COMMODORE  64 

80  COLUMN  BOARD 


$149.w 


The  dream  of  seeing  80  columns  on  the  screen  at  one  time  is  now  a  reality. 
The  Protecto  Expansion  Board  converts  your  Commodore  64  to  80  col- 
umns! PLUS  you  get  a  word  processor  with  database  mallmerge,  an  elec- 
tronic spreadsheet,  and  a  terminal  emulator.  List  $249.  SALE  $149. 
(Disk  Programs  add  $10.00). 


80  COLUMN  MONITOR  SALE 

^^" 

List 

Sale 

9'  Screen 

•  Green  Text  Display 

$139 

$79 

12"  Scrren  - 

Green  Text  Display  (anti  reflective  screen) 

$199 

$  99 

12"  Screen 

•  Amber  Text  Display  (anti  reflective  screen) 

$219 

$119 

14"  Screen 

-  Color  Text  Display 

$299 

$249 

VIC  20  COMPUTER  40-80  COLUMN  BOARD  LIST  $149.00  SALE  $89.00 


•  rS  DAY  FREE  TRIAL 

•  WE  HA  VE  LOWEST  COMMODORE  64  PRICES 

•  WE  HAVE  OVER  500  PROGRAMS 

•  VISA  •  MASTERCHARGE  •  COD 

•  WE  LOVE  OUR  CUSTOMERS 


CfU'rCOpQITCO   IWE LOVE OUn CUSTOMERS) 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phone  312/3825244  to  ordtr 


VIC  20 

40-80  COLUMN  BOARD 

only  ^  8  9 «« 


Now  you  can  get  40  or  80  Columns  on  your  T.V.  or  monitor  at  one  time!  No  more 
running  out  of  line  space  for  programming  and  making  columns.  Just  plug  in  this 
board  and  you  immediately  convert  your  VIC-20  computer  to  40  or  80  columns! 
PLUS,  you  get  a  Word  Processor,  Mail  Merge  program.  Electronic  Spreadsheet  (like 
VISICALC)  and  Terminal  Emulator!  These  PLUS  programs  require  only  8K  RAM 
memory  and  comes  in  an  attractive  plastic  case  with  instructions.  List  $149  Sale  S89 


"15  DAY  FREE  TRIAL" 

•  We  have  the  lowest  VlC-20  prices 

•  We  have  over  500  programs 

•  Visa  —  Mastercharge  —  C.O.D. 
We  love  our  customersl 


ENTERPRIZES     (wELOVEOURCUSTOMEHs) 

BOX  550,  BARRINGTON.  ILLINOIS  60010 
Phom  312/3825244  lo  order 


MAKE  YOUR  VIC-20 
COMPUTER  TALK       J"l^ 

when  you  plug  in  our        ^  Q  H  ^^ 

VOICE  SYNTHESIZER 

You  can  program  an  unlimited  number  of  u  }rds  and  sentences  and  even  adjust  volume  and  pitch. 
You  can  make:  •   Adventure  games  that  talk         •  Real  sound  action  games 

This  voice  synthesizer  Is  VOTRAX  based  and  has  features  equivalent  to  other  models  costing  over 
$370.00.  To  make  programming  even  easier,  our  unique  voice  editor  will  help  you  create  words  and 
sentences  with  easy  to  read,  easy  to  use  symbols.  The  data  from  the  voice  editor  can  then  be  easily 
transferred  to  your  own  programs  to  make  customized  talkies.  Includes  "test  to  speech  software". 
Just  type  what  you  want  to  hear!  Can  be  used  with  "Scott  Adams"  VIC-20  and  Aardvark  Adventure 
Games! 

"15DAYFREETRIAL"  Q  ^  r\  T C  C^ Tm 

•  We  have  the  lowest  VIC-20  prices  P^  FH  ^^     I     Em  ^^     I     ^J 

.    We  have  over  500  programs  ENTERPRIZES     («  °«oo«a«ro«.«) 

•  Visa  —  Mastercharge  —  C.O.D. 

„,    ,  ,  ,  BOX  550,  BARRINGTON.  ILLINOIS  60010 

•  We  love  our  customersl  phone  31 2/3B2-5244  to  order 


COMPUTER  BOOKS 
*  *    SALE    *    • 

VIC-20  and  COMMODORE-64 


Add  SS.W'tor  postage.  Add  S6.00  <0r  CAN  ADA,  PUE  FITO  RICO.  H  AW  All 
orders.  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES. 
Enclose  Cashiers  Chech,  Mone/  Order  or  Personal  Check.  Allow  14 
days  lor  delivery,  2  lo  7  days  for  phone  orders,  1  day  express  mall! 
Canada  orders  must  be  in  U.S.  dollars.  We  accepi  Visa  and  Master- 
Card. 


•  Learn  Programming  •  Learn  Graphics    •  Ready  Made  Programs 
Now  You  Can  Explore  The  Inner  Workings  of  your  Computer 

Beginning  Assembly  Language  Programming  For  Your  VIC  or  64 

Now  you  can  learn  the  powerful  assembly  language,  to  get  the  most  out  of  your  computer. 
Easy  to  use  and  simple  to  understand,  comes  with  machine  language  monitor.  Perfect  for  the 
beginner  —  specify  VIC  or  64. 

List  $29.95  /  Sale  $24.95 

Commodore  64  Color  Graphics:  A  Navigators  Guide  (300  pages) 

This  book  is  the  first  in  a  series  (designed  to  provide  the  newcomer  with  simple  explanations 
of  tfie  Commodore  64's  operation,  as  well  as  the  programming  concepts  involved  in  creating 
color  graphics.  Each  of  the  topics  discussed  will  include  a  BASIC  program,  line  by  line  ex- 
planations of  the  program,  and  figures  or  photos  of  what  the  programmer's  screen  should  look 
like.  When  you  complete  the  book,  you  can  expect  to  be  able  to  read,  understand  and  write 
BASIC  programs  for  generating  color  graphics.  List  $15.95.  Sale  $13.95. 

VIC  Graphics 

Finally  you  can  learn  how  to  do  color  plotting,  drawing  maps,  pie  charts,  line  graphs  and  even 
moving  shapes  on  the  screen.  All  in  high-resolution  with  easy  to  understand  instructions. 
(This  is  a  must  for  game  designers)  requires  Super  Expander. 

List  $14.95 /Sale  $11.95 

The  Commodore  Users  Encyclopedia 

Easy  to  use  information,  cross  referenced  for  the  beginner  or  the  intermediate  user!  Includes 
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be;  and  whether  the  file  is  to  be  an  input  or 
output  type.  This  is  the  only  time  we  give 
any  of  this  information.  In  addition,  we  give 
this  file  a  reference  number,  called  a  "logical 
file  number";  this  is  the  only  number  that  we 
will  use  in  the  following  commands. 

2.  We  may  write  to  the  file  (using  PRINT#) 
or  read  from  the  file  {using  INPUT#  or  GET#) 
as  much  as  we  like.  We  identify  the  file  only 
by  its  logical  file  number. 

3.  Finally,  the  file  must  be  CLOSEd.  This 
winds  up  activity  on  this  file,  unless  we  OPEN 
it  again  later.  Once  again,  we  identify  the  file 
only  by  its  logical  file  number. 

Note  that  the  first  step  (OPEN)  is  the  only 
time  we  deal  with  the  details  of  what  kind  of  a  file 
is  involved.  Once  the  file  is  open,  we  never  again 
mention  whether  it  is  disk  or  tape,  or  some  other 
device  for  that  matter.  If  we  were  reading  a  pro- 
gram and  saw  the  statement: 

PRINT#5,"HELLO" 

we  would  not  know  whether  the  output  was  going 
to  tape,  disk,  printer,  modem,  or  other  device 
until  we  backtracked  and  saw  what  the  OPEN  5 
statement  said. 

This  turns  out  to  be  a  good  thing.  With  minor 
changes  to  a  program  -  just  in  the  OPEN  state- 
ments ~  I  could  redirect  output  to  any  device  I 
chose.  This  makes  programs  flexible  and  can  help 
in  the  debugging  process  when  you  are  writing 
the  program. 

Now  that  we've  seen  some  of  the  rules,  we're 
ready  to  go  ahead  and  write  a  data  file. 

First  Planning 

Let's  plan  a  simple  file  for  students. 

Our  fields  wUl  be:  surname,  student  number, 
and  mark.  That's  not  much,  but  it  will  show  the 
principles  involved. 

We  estimate  sizes  with: 

Surname:  15  characters  maximum 

8  characters  typical 
Student  number:  4  characters 
Mark:         3  characters  maximum 

2  characters  typical 

Average  record  size  will  be  8  +  4  +  2,  plus  3 
(one  RETURN  character  for  each  field).  Total  re- 
cord size  is  then  17;  we  think  we  may  have  200 
students  maximum,  so  we  estimate  the  fQe  size  at 
3400  characters  (3.4K  memory;  about  14  disk  sec- 
tors at  254  bytes  per  sector;  about  18  tape  blocks 
at  191  bytes  per  block  which  will  take  about  a  three- 
minute  length  of  tape) .  We  will  not  be  writing  200 
student  records  for  our  example,  of  course. 

A  First  Run 

To  create  the  file,  we  would  normally  write  a  pro- 


gram. We'll  do  that  later  as  part  of  a  review;  but 
let's  write  this  file  using  direct  BASIC  statements. 
This  way,  you  can  watch  as  the  file  comes  into 
being.  Do  be  careful  -  an  error  message  during 
the  creation  process  could  wreck  our  file. 

Our  first  step  is  to  open  the  file.  If  you  have 
disk,  type: 

OPEN  1,8,2,"0:STUDENTS,S,W" 

If  you  have  tape,  type: 

OPEN  1,1,2,"STUDENTS" 

The  disk  will  whirr,  or  the  computer  will  display 
PRESS  RECORD  AND  PLAY.  Obey  the  instiruc- 
tions,  and  let's  talk  for  a  moment  about  what  we 
have  typed. 

In  either  case,  we  have  opened  a  file  using  a 
working  number  (logical  file  number)  of  1.  That's 
the  only  information  we'U  use  for  the  remainder 
of  this  exercise.  The  second  number  is  the  device: 
8  for  disk,  1  for  tape.  The  third  number  has  a  dif- 
ferent meaning  for  disk  versus  tape.  On  the  disk, 
this  is  called  a  "secondary  address";  we  pick  an 
unused  number  from  2  to  14  and  "give"  it  to  the 
disk  for  its  internal  use.  On  tape,  this  is  called  a 
"command";  a  value  of  2  instructs  the  computer 
that  this  is  a  write  file,  and  will  be  the  last  file  on 
this  tape  (an  "end  of  file"  block  will  be  written 
behind  the  file). 

The  name  of  the  file  is  STUDENTS;  this  infor- 
mation will  be  written  into  the  disk  directory  or 
the  tape  header  block.  For  disk,  we  must  give 
extra  information:  a  prefbc  of  "0:"  to  indicate  if 
necessary  that  this  file  should  be  written  on  drive 
0;  and  a  suffix  of  ",S,W"  to  signal  that  this  is  to  be 
a  sequential  type  file,  and  it  wiU  be  written,  not 
read. 

We've  opened  the  file,  but  we  have  written 
no  data.  Let's  do  that. 

Writing  The  Data 

Type  (carefully)  the  following  commands: 

PRINT#1,"SMITH";CHR$(13); 

PRINT#1,"3487",-CHR$(13); 

PRINT#1,78;CHRS(13); 

These  are  the  three  fields  of  a  student  record. 
Important:  Do  not  put  a  space  after  PRINT  since 
PRINT#  must  be  typed  as  one  block;  and  don't 
forget  to  use  a  semicolon  at  the  end  of  each  Une. 

The  CHR$(13)  character  is  a  RETURN  charac- 
ter; we  use  it  to  signal  the  end  of  each  field.  We 
are  better  off  not  typing  just  PRINT* l,"SMnH" 
since  an  extra  character  called  a  linefeed  might 
sneak  its  way  in  there  and  cause  trouble  later. 

The  name  SMITH  is  a  string,  of  course.  So  is 
the  student  number  -  even  though  it's  numeric, 
we  will  never  want  to  do  arithmetic  on  it.  The 
student  mark  is  a  genuine  number,  however, 
since  we  may  want  to  compute  high  scores  or 

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averages.  So  it's  not  written  or  read  as  a  string 
(no  quote  marks). 

I  prefer  printing  three  fields  with  three  lines. 
It  seems  to  me  that  they  stand  out  better.  But  you 
can  print  everything  in  one  line.  For  variety^  let's 
write  our  second  student  record  that  way: 

PRINT#l,"WONG";CHR$(13);"3921";"CHR$(13);72; 
CHR$(13); 

The  information  is  harder  to  read,  but  it's  all  there. 
Remember  the  semicolon  at  the  end. 

One  more  student,  and  we'll  wrap  up  our 
file.  Again,  let's  use  a  slightly  different  method  to 
show^  variety: 

X$  =  CHR$(13):PRINT#l,"BLOGGS"  +  X$  +  "3985"  + 
X$;77;X$; 

We've  done  two  things  here:  by  setting  X$ 
equal  to  our  RETURN  character  we've  saved  a 
little  typing  in  the  PRINT#  statement;  and  instead 
of  using  semicolon  punctuation,  we've  used  the 
+  sign  for  concatenation  where  we  can.  No  real 
difference  either  way.  But  don't  forget  the  semi- 
colon at  the  end. 

Wrapping  Up 

You  may  have  noticed  something  odd:  when  you 
typed  in  each  student  record,  there  was  no  activ- 
ity. The  disk  did  not  spin;  the  tape  did  not  move. 
Why?  Because  the  characters  are  stored  in  a  buffer 


(an  area  of  the  computer's  memory)  until  there 
are  enough  of  them  to  make  it  worthwhile  writing 
to  tape  or  disk. 

We  must  close  the  file,  or  the  data  won't  be 
written.  So  let's  type: 

CLOSE  1 

and  our  file  is  complete.  Next  month,  we'll  see 
how  to  read  it.  O 


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Atari  Disk  Detective 


D,  G  Denby 


A  helpful  disk  utilihjfor  Atari  owners,  Ihis  program 
searches  your  disk  and  locates  any  user-specified  string 
(hex  or  ASCH).  It's  especially  usefid  for  file  recovery. 


"Disk  Detective"  is  a  utility  program  that  will 
appeal  most  to  the  advanced  programmer,  but 
will  also  prove  useful  to  the  novice.  The  program 
is  designed  to  search  through  a  disk,  sector  by 
sector,  and  find  occurrences  of  a  user-specified 
string  of  either  hexadecimal  or  ASCII  characters. 

Practical  Applications 

Suppose  you  want  to  recover  a  disk  file  that  has 
gone  awry,  but  can't  find  all  of  its  bytes.  We  know 
that  the  last  byte  of  each  sector  is  a  pointer  that 
tells  DOS  the  number  of  sectors  to  jump  to  find 
the  next  sector  of  the  file.  Also,  we  know  that  the 
VTOC  (Volume  Table  Of  Contents)  contains  in- 
formation showing  DOS  the  way  to  the  first  sector 
of  a  file  and  that  the  VTOC  is  located  beginning  at 

sector  361  through  sector .  Who  likes  to  search 

through  an  unknown  number  of  sectors  with  a 
sector  dump  utility  to  find  out  where  the  informa- 
tion for  "MYPROG"  is  given? 

This  program  will  let  you  specify  the  range  of 
sectors  to  be  searched  and  the  string  to  be  found 
in  your  choice  of  hex  or  ASCII.  As  an  example, 
let's  select  ASCII  and  enter  the  characters  for  our 
filename,  and  presto  -  we  have  the  sector  and 
byte  to  get  the  information  for  our  file.  A  word  of 
caution  here:  DOS  apparently  leaves  the  directory 
entries  intact  after  a  file  has  been  deleted.  It  just 
revises  the  VTOC  listing  to  indicate  that  the  file 
has  been  deleted  (see  Inside  Atari  DOS  for  more 
information).  This  will  allow  you  to  recover  de- 
leted files  by  changing  the  VTOC  record  if  DOS 
has  not  written  any  subsequent  information  over 
the  required  sectors. 


You  can  have  more  than  one  listing  in  the 
VTOC  for  a  filename  if  you  have  made  revisions 
and  then  reused  the  filename.  Also,  because  DOS 
fills  any  unused  characters  in  the  first  field  of  a 
filename  with  blanks,  it  is  necessary  to  include  an 
appropriate  number  of  blanks  when  searching  for 
a  filename  that  uses  an  extender  (for  example, 
MYPROG  BAS  doesn't  use  the  "dots"  found  in: 
MYPROG. BAS).  This  becomes  a  small  problem 
once  you  understand  how  DOS  saves  filenames. 

Machine  language  programmers  will  prob- 
ably find  Disk  Detective  useful  for  finding  hex 
strings  on  boot  disks  where  they  might  like  to 
make  minor  modifications  for  their  own  use  or  to 
look  for  a  particular  operating  system  call  in  order 
to  see  how  the  designers  used  these  routines  in 
their  programs.  {Note:  Disk  Detective  allows  a 
maximum  of  20  characters  in  its  search  string.) 

Suppose  you  want  to  find  all  calls  to  the  resi- 
dent disk  handler  in  sectors  1-20.  You  would  first 
specify  this  sector  range  in  answer  to  the  prompts, 
select  hex,  enter  20-53-E4,  then  hit  RETURN.  (For 
the  benefit  of  those  who  aren't  machine  language 
programmers,  the  resident  disk  handler  is  located 
at  ($  =  hex)  $E453,  and  it  is  called  by  a  JSR  com- 
mand ($20);  the  53  comes  before  the  E4  because 
the  CPU  expects  to  read  the  low  byte  and  then 
the  high  byte  when  reading  or  executing  an  object 
code  program  from  disk  or  memory.) 

Program  Explanation 

Lines  170-260  are  concerned  with  translating  the 
internal  characters  returned  by  the  keyboard  into 
their  true  hexadecimal  values  and  then  POKEing 
them  into  their  respective  locations  in  B$.  Vari- 
ables LN  and  HN  are  the  low  nybble  and  the  high 
nybble  of  each  byte  that  is  to  be  POKEd.  A  is  a 
counter  for  the  low-high  nybble;  B  is  a  counter  for 
the  length  of  the  search  string. 

Lines  300  through  340  serve  the  same  function 

November  1983    COMPUTl!    183 


Oisk  Drive  Doctor 


Sale 


FACTS 

•  It  has  been  estimated  that  60%  of  all  drive  downtime  is  directly  related  to  poorly  maintained  drives. 

•  Drives  should  be  cleaned  each  week  regardless  of  use. 

•  Drives  are  sensitive  to  smoke,  dust  and  all  micro  particles. 

•  Systematic  operator  performed  maintenance  is  the  best  way  of  ensuring  error  free  use  of  your 
computer  system. 


The  Cheetah  disk  drive  cleaner  can  be  used  with  single  or  double  sided  5%  "  disk  drives.  The  Cheetah  is  | 
an  easy  to  use  fast  method  of  maintaining  efficient  floppy  diskette  drive  operation. 
The  Cheetah  cleaner  comes  with  2  disks  and  is  packed  in  a  protective  plastic  folder  to  prevent 
contamination.  List  $29.95  /  Sale  $19.95 


Features 

Cheetah 

3M 

Discwasher 

Verbatim 

Cleanings  Per  Kit 

40  + 

25 

30 

2  original  -  10  refill 

Price 

$19.95 

$34.95 

$24.95 

$12.95 

Abrasivity 

None 

Minimum 

High 

Moderate 

Programming 
Required 

No 

No 

Yes 

No 

I  Adclsa.OOIorposlagB.  Add  16.00  for  CANADA.  PUERTO  RICO,  HAWAII 

I  Ofders.  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES- 

I  Enclose  Casriiers  Check.  Money  Order  or  Personal  Check   Allow  14 

I  days  for  delivery,  2  to  7  days  lor  phone  orders.  1  day  express  mail! 

I  Canada  orders  rnust  be  in  U.S.  dollars.  We  accept  Visa  and  Master- 

I  Card. 


CM'TCODDITCG  (weloveour customehsi 

BOX  550,  BARRINQTON,  ILLINOIS  60010 
Phon*  312/3825244  to  order 


FLOPPY  DISKS  SALE 
*$1-19  ea. 

Economy  Model  or  Cadillac  Quality 

We  have  the  lowest  prices! 


ECONOMY  DISKS 

Good  quality  5V4"  single  sided  single  density  with  hub  rings. 

Bulk  Pac  100  Qty.  $1.19  ea.  Total  Price  $119.00 

lOQty.  1.39  ea.  Total  Price  13.90 

CADILLAC  QUALITY 

•  Each  disk  certified      •  Free  replacement  lifetime  warranty      •  Automatic  dust  remover 

For  those  who  want  cadillac  quality  we  have  the  Loran  Floppy  Disk.  Used  by  professionals  because  they  can  rely 
on  Loran  Disks  to  store  innportant  data  and  programs  without  fear  of  loss!  Each  Loran  disk  is  100%  certified  (an 
exclusive  process)  plus  each  disk  carries  an  exclusive  FREE  REPLACEMENT  LIFETIME  WARRANTY.  With  Loran 
disks  you  can  have  the  peace  of  nnind  without  the  frustration  of  program  loss  after  hours  spent  in  program 
development. 

100%  CERTIFICATION  TEST 

Some  floppy  disk  manufacturers  only  sample  test  on  a  batch  basis  the  disks  they  sell,  and  then  claim  they  are 
certified.  Each  Loran  disk  is  individually  checked  so  you  will  never  experience  data  or  program  loss  during  your 
lifetime! 

FREE  REPLACEMENT  LIFETIME  WARRANTY 

We  are  so  sure  of  Loran  Disks  that  we  give  you  a  free  replacement  warranty  against  failure  to  perform  due  to  faul- 
ty materials  or  workmanship  for  as  long  as  you  own  your  Loran  disk. 

AUTOMATIC  DUST  REMOVER 

Just  like  a  record  needle,  disk  drive  heads  must  travel  hundreds  of  miles  over  disk  surfaces.  Unlike  other  floppy 
disks  the  Loran  smooth  surface  finish  saves  disk  drive  head  wear  during  the  life  of  the  disk.  (A  rough  surface  will 
grind  your  disk  drive  head  like  sandpaper).  The  lint  free  automatic  CLEANING  LINER  makes  sure  the  disk-killers 
(dust  &  dirt)  are  being  constantly  cleaned  while  the  disk  is  being  operated.  PLUS  the  Loran  Disk  has  the  highest 
probability  rate  of  any  other  disk  in  the  industry  for  storing  and  retaining  data  without  loss  for  the  life  of  the  disk. 

Loran  is  definitely  the  Cadillac  disk  in  the  world 

Just  to  prove  it  even  further,  we  are  offering  these  super  LOW  INTRODUCTORY  PRICES 
List  $4.99  ea.     INTRODUCTORY  SALE  PRICE  $2.99  ea.  (Box  of  10  only)  Total  price  $29.90 

$3.33  ea.  (3  quantity)  Total  price  $9.99 

All  disks  come  with  hub  rings  and  sleeves  in  an  attractive  package. 

RANKING  FOR  BEST  PERFORMANCE 


MEASUREMENTS 

LORAN 

Verbatim 

Ultra 

3M 

Amplitude 

2 

3 

3 

Missing  bit  ratio 
(reliability) 

3 

3 

2 

Extra  bit  rate 

2 

1 

3 

Modulation 

' 

3 

2 

2 

Running  torque 

1 

1 

2 

(Numbers  that  are  the  same  mdicate  a  tie  for  that  position) 
LORAN  beats  the  competition  cold!! 


Add  $3.00for  postage.  Add  $6.00  for  CANADA.  PUERTO  RICO,  HAWAII  ' 

OfdefS.  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES.  | 

Enclose  Cashiers  Check,  Money  Order  or  Personal  Check.  Allow  14  | 

days  for  delivery,  2  to  7  days  (or  phone  orders,  1  day  express  mail!  | 

Canada  orders  must  be  in  U.S.  dollars.  We  accept  Visa  and  Master-  | 

Card.  I 


CMXCQpP|2|ES    l*E'-0«OU«CUSIOUIBSJ 

BOX  550,  BARRINGTON,  ILLINOIS  6(WfO 
Phon*  312/3425244  lo order 


250 

260 

3  00 

310 

320 

330 

34  0 

400 

410 

420 

430 

440 

450 

495 

500 

503 

0; B=B+1 

IF  B=21  THEN  40fe 

GOTO  180 


BET  #1,KB:IF  KB=1SS  THEN  400 


only  for  ASCII  characters  and  therefore  need  no 
translation. 

Lines 400  through  810  set  up  the  call  for  the  300    position    2,4:?    "enter    r;-rf»**i  stri 
machine  language  portion  of  the  program  and  ng:{17    spaces?  ■':  b=0 

examine  the  results  before  writine  to  the  screen.  ■^'^'^    ^^^    #i,kb:if    kB=i: 

T-  innnu  I     men  ■  320     B  =  B+ 1  :  CH4  =  CHR*  ( K  B )  :  ?     CHS:",";:PO 

Lines  1000  through  1050  reserve  an  area  m  ^.,^   rfage,  kb:  rpabe=rpa6E+i 

memory  for  the  machine  language  program  and  zz&    if    b=20    then    400 

then  POKE  it  into  memory.  340    goto   310 

Lines  2000  through  2140  are  the  data  for  the  ^^g   ^^lose   »i  :  c=  1  2b-b- poi<  e   207    b-i 

machme  language  program.  This,  by  the  way,  410    byte  =  1776:if    x>y    then   600' 

uses  the  resident  disk  handler  to  retrieve  data  420    ml=usr  (assem,  x,  adr  (  a*)  ,  adr  (b*) 
from  the  disk  sectors  and  put  the  results  into  A$. 
It  then  proceeds  to  search  through  A$  to  find  ail 

occurrences  of  the  search  string  and  then  returns  450    if   peek  <  byte  )<  >0    then"500 

toBASIC.  495     X  =  X  +  1:GDT0    410 


) 

IF  PEEK t771 ) =144  THEN  700 
IF  PEEK  (771)01  THEN  800 


As  you  can  see,  this  program  is  useful  only         ^^^    ^^    BYTE=i73i    then    495 

-   -  ■^  "^"'^     '^     - '^  "  =  >SECT0R:   '■  ;  X  ;  "    BYTE:   ";P 

EEK (BYTE) -1 


after  some  experience  with  the  machine,  and  it 

also  assumes  that  you  already  have  some  kind  of  505    if    peek7byte-h  )  <  >0    then    byte=byt 

sector  dump/modify  utility.  You  will  certainly  [i  +  i;boto   500 

find  many  more  uses  for  this  program  than  those  ^  ^  ^    goto    495 

discussed  here  '^^'^    '^    "CBELl:-";?    :?    "<10    spaces:  arSH 

lUMiH"  :  ?     "DO     YOU     WANT     TQ     INSPECT 
OTHER     SECTORS?      (Y     OR     N) " 

Disk  Detective  610   open   #1 , 4,0,  "K:  ":  get   #i,kb:  close 

#1  : CH*  =  CHR* (KB) 

10  ?  "  fCLEARJ ": GRAPHICS  2+16:PQSITI0  620  IF  CH*="Y"  THEN  110 

N  5,3:?  #6; "PRESENTING" : POSITION  630  END 

3,6:?  #6;  "disk  detective"  700  ?  :?  "BAD  SECTOR  AT  ";X 

20  ?  *6  710  GOTO  495 

30  FOR  1  =  1  TO  2000:NEXT  I  800  ?  :?  "  samE  "  ; PEEK  ( 77 1 )  ;  "  AT  SEC 
40  GRAPHICS  0  TOR  ";X 

90  ?  " <BELL: " : POKE  752,1:?  "tCLEARl"  810  GOTO  495 

;  POSITION  8,8:?  "  1  ■.*.';! iHi.t;M.lHt4 IM.rai  1000  RESTORE  2000 

BEliT-'UtlTE"  :  POSITION  16,11:?  "IrMltiH  1010  R  AMTOP=  1  06  :  M  YPG  =  PEEK  (  RAMTOP  )  -  1  0 

CE"  1020  ASSEM=MYPG»256: ADDR=ASSEM 

100  CLR  :DIM  AS  (  1 28 )  , B*  ( 20 >  , CH« ( 1  >  : G  1030  READ  B:IF  B  =  -l  THEN  RETURN 

OSUB  1000:REM  »*LOAD  ML«»  1040  POKE  ADDR,B 

105  GRAPHICS  0:POKE  752,0:?  "Be  sure  1050  ADDR= ADDR+ 1 : GOTO  1030 

to  load  your  search  disk":"^  "  2000  DATA  104,104,141,11,3,104,141.1 
{BELL? " : FOR  1=1  TO  2000:NEXT  I  0,3,104 

110  RPAGE=ADR (B*) : ?  "<CLEAR>":?  "BEG  2010  DATA  133,204,141,5,3,104,133,20 
INNIN6  SECTOR  FOR  SEARCH ";: I NPUT  3,141 

X:IF  X<1  OR  X>720  THEN  110  2020  DATA  4,3,104,133.206,104,133,20 
1  J  5  B«="  C19  ,  J  "  5,  169 

120  POSITION  2,2:?  "ENDING  SECTOR  FO  2030  DATA  1,14  1,1,3,169,82,141,2,3,1 
R  SEARCH" ;: INPUT  Y:IF  Y<X  OR  Y>7  04,104 

20  THEN  120  2040  DATA  133,224,32,83,228,173,3,3, 
130  POSITION  2,4:?  "INPUT  STRING  IN  201,1 

CaiE:;  OR  Eaaai?"  :  OPEN  #1,4,0,  "K:"  2050  DATA  240,1,96,141,240,6,141,254 
135  REM  *«  IS  IT  ASCII  **  ,6,162,0 

140  GET  #1,KB:IF  KB=65  THEN  300  2060  DATA  142,241,6,142.242.6,142,24 
145  REM  «*  OR  HEX  *«  3,6,142 

150  IF  KB=72  THEN  170  2070  DATA  244,6,160,255,200,177,203, 
160  ?  "  tBELL>  ": CLOSE  ttl:GOTO  130  209,205,240 

170  POSITION  2.4:?  "ENTER  [HMI  STRING  20S0  DATA  25  ,  24  ,  1  65  ,  203  .  1  05  .  1  ,  1'33  ,  20 

:<:19  SPACES?  "  :  A  =  0:  B  =  0  3,24,173 

180  GET  ttl,KB:IF  KB=155  THEN  400  2090  D AT A '  254 , 6 ,  1 05  ,  1  ,  1 57 , 240 , 6 ,  1 4 1 , 
190  A=A+1 : CH*=CHR* <KB) : ?  CH*;:IF  A=2         254,6,197 

THEN  ■^     "-";  :LN  =  KB:GOTO  210  2100  DATA  224.208,224,240,38.152,197 
200  HN=KB:GOTO  180  ,207.208,219 

210  HN  =  HN-4B:  LN  =  LN-4S:  IF  HN>9  THEN  H  :•  -         >  ' 

N=HN-7  2110  DATA  224,5,240,29,232,24,165.20 
220  IF  LN>9  THEN  LN=LN-7  3,105,1,133 

230  HN=HN*16: BYTE=HN+LN: IF  BYTE>255  2120  DATA  203,24,173,254,6,105,1,141 
THEN  ?  "{BELL?":?  "  ihELLi  "  :  -^     "  SE  ,254,6,24 

GIiE":FOR  1  =  1  TO  600:NEXT  I  :  GOTO  2  130  DATA  173,240,6,234,234,141,240. 
100  6, 24, 144, 184 

240  POKE  RPAGE,  BYTE:  RPAGE  =  RPAGE+1  :  A=  2140  DATA  169,0,157,240,6,96,-1      @ 

186    COMPUTE!    November  1983 


64  SOUND  TESTER 


Ronald  V  Picord 


The  Commodore  64's  sound  system  surpasses  the 
capabilities  of  all  previous  microcomputers.  Before 
the  64,  a  variety  of  waveforms,  attack/decay  and 
sustain/release  features  were  available  only  on 
sound  synthesizers.  Understanding  and  adjusting 
to  the  many  different  sounds  and  settings  can 
be  perplexing  to  both  beginning  and  advanced 
programmers. 

"Sound  Test"  allows  you  to  experiment  with 
these  features,  then  listen  to  the  results  and  mod- 
ify the  settings.  You  can  explore  up  to  eight  octaves 
as  well  as  the  noise  generator.  At  any  time  the 
data  used  may  be  displayed  before  exploring  other 
settings. 

When  you're  running  the  program,  a  listing 
of  the  current  values  will  appear,  with  a  cursor 
next  to  the  top  one.  If  you  want  to  change  the 
value  on  that  line,  you  should  enter  the  new  value 
and  then  press  RETURN.  If  you  don't  wish  to 
change  the  value,  just  press  RETURN. 

T,S,  and  P  refer  to  triangle,  sawtooth,  and 
pulse  waveforms.  N  stands  for  the  noise  generator 
and  Q  for  quit  the  program.  Anytime  you  would 
like  to  see  the  data,  enter  D. 

After  the  last  value  is  entered,  a  tune  will  be 
played  with  the  current  ADSR  values,  after  which 
the  program  will  loop  and  repeat. 

Anyone  wishing  a  cassette  copy  of  the  pro- 
gram, send  $3,  a  cassette,  and  a  stamped,  self- 
addressed  mailer,  to: 

Ronald  V.  Picard 

T52  E.  Shaw 

M.S.U. 

E.  Lansing,  MI 48825 
Sound  Test 

5  DIM  S0(16,8) 

10  HF=54273:LP=54272!AD=54277:SR=5427aiW= 

54276:V=54296:HP=54275:LP=54274 
15  FORI=lTO8:A(l)=0:NEXT:W$="S" 
20  FOR  0=1T08:F0R  N=1T016:READ  S0{N,0):NE 

XT  I  NEXT 
2  5  FOR  N=lT08iREAD  D(N) iNEXT 
100  PRINT" [clear} "rCHR$ (18); "PULSE  SETTING 
USED  ONLY  WITH  PULSE  WAVE  ";CHRS 

(146) 
102  PRINT 

110  PRINT" WAVEFORM  Ct,S,P,N)  =";W$ 
112  PRINT"V0LUME  (1-15)  =";A(l) 
114  PRINT"0CTAVE  (1-8)  =";A(2) 
116  PRINT"ATTACK  setting  (0-15)  =";A(3) 
118  print"decay  setting  (0-15)  ="rA(4) 
120  PRINT"SUSTA1N  SETTING  (0t15)  =";A(5) 
122  PRINT"RELEASE  SETTING  (0-15)  =";A(6) 
124  PRINT"HIGH  PULSE  SETTING  (0-15)  ="rA(7 

) 
126  PRINT"L0W  PULSE  SETTING  (0-255)  =";A(8 

) 


130  PRINT" {home} "; "{03  DOWN)"; 

140  PRINTTAB(33);"?"; :GOSUB500:IF  Z$="D"TH 

EN  600 
150  IF  Z$="Q"  THEN  PRINT" {CLEAR} ": END 
155  IF  Z$<>CHR$(13)THEN  W$=Z? 
160  F0R0=1T06 
170  PRINTTAB(33);"?"; :GOSUB500:IF  Z? <>CHR$ 

(13)  THEN  A(0)=VAL(Z?) 
180  NEXT 

190  IF  W$<>"P"  THEN  230 
200  F0R0=7T08 
210  PRINTTAB{33); "?"? :GOSUB500:IF  Z$<>CHR$ 

(13)  THEN  A(o)=VAL(Z5) 

2  20  NEXT 

230  P0KEV,A(1) 

240  POKEAD, 16*a( 3 )+A( 4 ) : POKESR, 16*A(  5  )+a(  6 

) 
250  IF  W$="T"  THEN  POKE  W,17 
260  IF  W$="S"  THEN  POKE  W,33 
270  IF  W$  =  "P"  THEN  POKE  W,  65 :P0KEHP, A( 7) : P 

0KELP,A(8) 
280  IF  W$="N"  THEN  POKE  W,129 
300  0=0 

310  FOR  I=1T015STEP2:P0KEHP,S0(I,A(2) ):P0K 
ELF, S0( I+l , A( 2 ) ) : 0=0+1 : FORN=lTOD( 

O) 

311  NEXT 

315  POKEHF , 0  s  POKELF, 0 i NEXT : POKEW, 0 : POKEAD, 
0  I POKESR, 0 : POKEHP , 0 : POKELP , 0 

3  20  GOTO100 
500  Z$="" 

510  GETY$:PRINTCHR$(18);"  "; CHR$ (146 ) ; ;F0R 
I=1T025:NEXT:PRINTCHR$(157);  "  "; 

515  PRINTCHR$(157); :F0RI=1T025 :NEXT;IFY$=" 
"THEN510 

5  20  PRINTY?; 

530  IF  YS=CHR$(13)  THENIF  LEN(Z$)=0  THENZ$ 

=CHR$(13) 
540  IF  Y$=CHR|(13)  THEN  RETURN 
550  Z?=Z?+Y$:GOTO510 
600  PRINT" {clear}" 
610  PRINT: PRINT"ATTACK/DECAY   =  ";16*a{3) 

+A(4) 
620  PRINT"SUSTAIN/RELEASE=  ";16*A(5)+A(6) 
630  PRINTiPRINT:PR1NT"HIT  ANY  KEY  TO  CONTI 

NUE"; 
640  GETY$:IFY$=""THEN640 

6  50  GOTO100 

1000  DATA  1,155,1,90.1,110,1.155,1,90,1,110 

,  1,155,1,205 
1010  DATA  3,54,2,179,2,220,3.54,2,179,2,220 

,3,54,3,155 
1020  DATA  6,108,5,103,5,185,6,108,5,103,5,1 

85,6,108,7,53 
1030  DATA  12,216,10,205,11,114,12,216,10,20 

5,11,114,12,216,14,107 
1040  DATA  25,177,21,154,22,227,25,177,21,15 

4,22,227,25,177,28,214 
1050  DATA  51,97,43,52,45,198,51,97,43,52,45 

,198,51,97,57,172 
1060  DATA  102,194,86,105,91,140,102,194,86, 

105,91,140,102,194,115,88 
1070  DATA  205,133,172,210,183,25,205,133,17 

2,210,183,25,205,133,230,176 
1080  DATA  500,250,250,250,250,250,250,11! 


November  1983    COMPUTEI    187 


PROFESSIONAL  BUSINESS  SOFTWARE  SALE! 

Commodore  64 


Executive  Quality  by 

Cadillac  of  Business  Programs' 

Each  Program  comes  In  a  beautiful  case  and  includes:  oisk 


A  Menu-driven  program, 
sophisticated  enougli  to  provide 
complete  Management  and  Product 
information,  yet  requires  no  prior 
computer  or  accounting  knowledge 
to  operate. 

A  Manual  written  in  easy-to- 
understand,  people-friendly 
English,  abundantly  illustrated  to 
provide  further  clarity  and  eliminate 
guesswork. 


A  unique  method  of  creating  your 
own,  unlimited  array  ol  reports  — 
easily  and  quickly.  YOU  select  the 
information  you  want,  and  YOU 
determine  the  sequence  of  the 
report  column  headings. 

Password  Protection,  to  prevent 
unauthorized  access  to  confidential 
data. 


A  program  wnich  can  be  used  by 
itself  (stand-alone),  or  can  be 
interfaced,  one  at  a  time,  with  other 
TIMEWORKS  MANAGEMENT 
INFORMATION  programs  into  a 
fully  integrated  accounting  system, 


PLUS:  THESE  PROFESSIONAL  BUSINESS  PROGRAMS  - 

•  Script  64  '  No.  1  Executive  Word  Processor  -  Disk      List  $99  ■  Safe  $59 

•  Compiete  Data  Base  ■  Tape-Disk  List  $89  ■  Sale  $59 

•  Electronic  Spread  Sheet  (like  Visicalc)  -  Tape-Disk      List  $89  ■  Sale  $59 

•  LOWEST  PRICES  •  15  DAY  FREE  TRIAL  •  90  DAY  FREE  REPLACEMENT  WARRANTY 
•  BEST  SERVICE  IN  U.S.A.  •  ONE  DAY  EXPRESS  MAIL  •  OVER  500  PROGRAMS  •  FREE  CATALOGS 


] 


Add  $3.00-for  postage.  Add  $6.00  for  CANADA.  PUERTO  RICO,  HAWAII  > 

orders.  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES.  | 

Enclose  Cashiers  Check,  Money  Order  or  Personal  Check.  Allow  14  | 

days  for  delivery,  2  to  7  days  (or  phone  orders,  1  day  express  mailf  | 

Canada  orders  must  be  in  U.S.  dollars.  We  accept  Visa  and  Master-  i 

Card.  9 


pM^'Ef^PRtZES    *^^  ^°"^  OUR  CUSTOMEflS) 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phone  312/382-5244  to  order 


COMMODORE  64 
PROFESSIONAL  BUSINESS  PROGRAMS 


INTRODUCTORY  OFFER  1/2  PRICE! 
•  15  DAY  FREE  TRIAL! 

•  LIFETIME  GUARANTEE! 


FILE  guard™ 


List 

Vi  Price 

$119,00 

$59.00 

$119.00 

$59.00 

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$119.00 

$59.00 

$119.00 

$59.00 

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PROFESSIONAL  BUSINESS  PROGRAMS!      Disfc) 

You  take  no  risk!  We  are  so  sure  these  professional  business  programs  will  meet  and  exceed  your 
highest  expectations,  we  are  willing  to  allow  you  to  try  these  programs  at  our  expense!  These  are 
designed  and  produced  by  Southern  Solutions  who  produces  professional  business  programs  for 
Commodores  most  expensive  computers.  These  business  program  will  convert  your  Commodore  64 
into  a  Professional  Business  iVlachine!!! 

INTRODUCTORY  OFFER!  (Expires  12-25-83) 

•  General  Ledger  &  Cash  Flow 

•  Accounts  Payable  Plus  Check  Writing 

•  Accounts  Receivable 

•  Payroll 

•  Inventory 

•  Data  Base  Manager 

15  DAY  FREE  TRIAL! 

We  give  you  15  days  at  your  business  for  you  to  try  out  these  programs!  Should  they  not  meet  your  re- 
quirements just  send  them  back  prepaid  and  we'll  refund  your  purchase  price! 

LIFETIME  GUARANTEE! 

If  a  program  fails  due  to  faulty  workmanship  or  material  anytime  you  personally  own  and  use  the  pro- 
gram we  will  replace  it  at  no  charge! 

FILE  GUARD  ^''^ 

Prevents  loss  of  data  and  confidential  files  due  to  power  failure  —  a  Southern  Solutions  exclusive! 

PLUS:  THESE  PROFESSIONAL  BUSINESS  PROGRAMS  • 

•  Scr/pt  64N0.1  Executive  Word  Processor  •  Disk     List  $99  -  Sale  $59 

•  Complete  Data  Base  •  Tape-Disk  List  $89  -  Sale  $S9 

•  Electronic  Spread  Sheet  (like  Visicalc)  ■  Tape-Disk     List  $89  •  Sale  $59 

•  LOWEST  PRICES  •  15  DAY  FREE  TRIAL  •  90  DAY  FREE  REPLACEMENT  WARRANTY 
•  BEST  SERVICE  IN  U.S.A.  •  ONE  DAY  EXPRESS  MAIL  •  OVER  500  PROGRAMS  •  FREE  CATALOGS 


Add  $3.00  lor  postage.  Add  J6.00  (or  CANADA.  PUERTO  RICO,  HAWAII  ' 

orders.  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES  f 

Enclose  Cashiers  Check,  Money  Order  or  Personal  Check.  Allow  U  | 

days  for  delivery,  2  to  7  days  for  phone  orders,  1  day  express  maiP  I 

Canada  orders  rnusi  be  in  U.S.  dollars.  We  accept  Visa  and  Master-  ■ 

Card.    We  ship  CO.D,  ! 


^MTEDpDI7pC    IWE  LOVE  OUH  CUSTOMERS! 

SOX  550,  BARRINGTON,  ILLINOIS  60010 
Phone  312/362-5244  to  order 


VIC-20 

SUPER  GRAPHICS  GAME 

SALE 

•  Fast  Action  •  Complex  Strategies  •  Superior  Sound  Effects  •  Multiple  Levels  of  Play 

•  Nationally  Advertiser  —  Top  10  Contenders! 


Attack  Crazy  Aliens!*  T^*t 

Galactic  Blitz— the  video  sport 
where  ttie  aliens  have  15 
different  play  patterns  and 
refuse  to  be  taken  out  of  the 
game!  If  you  are  merely 
spectators  find  another  sport. 
Written  in  100%  Machine  Code. 
List  $24.95  Sale  $16.95 


Dive  Into  A  Frenzied  Fight!  'TAPt 

Think  of  all  the  space  warriors 
anxious  to  wtioosfi  into  the 
most  frenzied  fight  the  far  side 
of  the  galaxy's  ever  endured! 
They'll  find  it  in  Sidewinder— an 
incredibly  fast  and  challenging 
game  where  players  out- 
maneuver  deadly  Battle  pods, 
dodge  destructive  Stalker 
bombs  and  go  head-to-head 
with  alien  Oblitojets. 
Written  in  100%  Machine  Code, 
with  ten  explosive  battle  levels. 
List  $29.95  Sale  $19.95 


By 
Jimmy  Muey 

In  a  predatory  world 
of  killer  worms,  dragons, 
stalkers,  pods  andffy 
traps,  the  scorpion  prowls 
the  maze  in  search  of 
sustenance.  Frogs  and 
Iheir  eggs  mean  survival 
to  the  scorpion.  But  they 
can  also  mean  instant 
death!  •  <4<f«*««* 


List  S39.95 


Sale  S26.95 


By 
Thomas  Kim 

Your  helicopter 
gunship  hovers  over 
the  enemy's  military 
bases  and  missile 
emplacements.  Your 
mission  IS  to  destroy  them. 
But  as  the  sky  fills  with 
smart  bombs  and 
antt-aircrafi  fire,  there's 
less  and  less  room  for  a 
wrong  move!  ^.AitfU^H 

List  $39.95  Sale  $26,95 


I 


Add  $3  00  for  postage  Add  $6  00  lor  CANADA,  PUERTO  HICO.  HAWAII 
Ofders  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES 
Enclose  Cashiers  Cneck.  Mor^ey  Order  or  Per$on»l  ChecK   Allow  14 
days  (Of  delivery.  2  to  7  days  for  phone  Ofdefs.  i  day  eipress  mail! 
Canada  orders  must  t>e  in  US  dollars  We  accept  Visa  and  Master- 


Blast  An  Insect  Invasion! -W^/ 

Dive  into  the  most  awesome  all- 
out  battle  ever!  In  Swarm!, 
battle  a  barrage  of  deadly 
Android  wasps  and  creatures 
never  encountered  before!  The 
seering  sound  effects  and 
fantastic  speeds  put  Swarm! 
eons  ahead  of  any  space  game 
for  the  VIG-20.  40  Levels. 
Written  in  100%  Mactiine  Code. 
List  $29.95     Sale  $19.95 


By 
Corey  Osiman 

Deep  in  the  earth,  a 
fortune  awaits.  But  the 
dark  passageways  are 
filled  with  peril  as  well  as 
profil.  Runaway  boxcars 
Crashing  boulders  A 
claim  |umper  with  murder 
in  his  eyes ,  Be  careful.  But 
be  quick -oxygen  is  in 
short  supply!  c/9^fit*4a 


List  $39.95 


Sate  S26.95 


I    Card.    We  ship  C  0.0 


C^*T*CDpD|7CQ    (WELOVEOURCUSTOMERSI 

BOX  550,  BARRINGTON.  ILLINOIS  60010 
Phone  312/382-5244  to  ord«r 


How  To  Improve 

The  TV  Quality  Of 

The  Commodore  64 


Jim  Butterfield,  Associate  Editor 


If  you  oivn  a  1701  Video  Monitor,  you  may  not  be  get- 
ting maximum  video  quality.  Here's  an  alternative 
hookup  that  produces  a  remarkable  picture.  Even  if  you 
don't  use  a  1 701 ,  you  can  still  use  some  of  these  ideas  to 
improve  your  computer's  picture  quality  on  a  TV  or 
monitor. 


The  Commodore  1701  Video  Monitor  is  an  attrac- 
tive 13-inch  color  monitor  with  good  color  defini- 
tion and  good  sound.  But  most  Commodore  64 
users  miss  a  bet:  they  hook  it  up  via  the  front  con- 
nections. 

There  seems  to  be  a  rumor  that  you  can't  use 
the  connections  at  the  back  unless  you  have  an  8- 
pin  video  connector.  Not  true  -  you  can  get  a 
magnificent  picture  from  the  traditional  5-pin 
interface. 

Inside  A  Monitor 

There  are  two  parts  to  a  video  signal:  the  bright- 
ness and  the  color.  Most  monitors  mix  them  to- 
gether to  produce  a  "composite"  video  signal. 
Inside  a  monitor- or  television  set-  the  two  signals 
must  be  split  apart  once  again  before  they  can  be 
used. 

The  color  (or  chrominance)  signal  is  carefully 
designed  so  that  it  can  be  mixed  in  with  the  bright- 
ness {ox  luminance)  and  later  separated.  The  system 
isn't  perfect,  however,  and  there's  always  a  trace 
of  the  color  signal  left  in  the  screen  brightness. 

Traces  of  the  chrominance  signal  left  in  the 


brightness  can  cause  viewing  trouble.  Depending 
on  the  foreground  and  background  colors,  a  finely 
checkered  pattern  can  appear  on  the  screen.  To 
make  matters  worse,  this  pattern  interferes  with 
the  normal  pixel  resolution  of  the  screen,  and 
every  second  character  on  the  screen  will  look 
smeared. 

For  some  colors,  this  isn't  a  problem.  Other 
color  combinations  look  bad.  But  the  whole  prob- 
lem can  be  solved  by  not  mixing  chrominance 
and  luminance;  instead,  deliver  them  on  separate 
wires  to  the  monitor. 

By  the  way,  there's  another  method  used  to 
deliver  signals  to  video  monitors.  It's  called  RGB, 
for  Red/Green/Blue;  it  uses  three  signal  wires, 
one  for  each  color.  However,  this  method  is  not 
available  for  use  with  the  Commodore  64. 

Hooking  It  Up 

There  are  two  different  video  signals  available  on 
the  5-pin  DIN  connector  on  the  64.  The  signal  on 
pin  4  is  called  Video  Out:  it's  a  composite  video 
signal  containing  both  luminance  and  chromi- 
nance. On  pin  1,  we'll  find  the  luminance  signal: 
a  sharp,  black-and-white  signal  with  no  color 
component.  If  you  connect  pin  1  to  the  IZOl's 
luminance  connection,  and  pin  4  to  the  nearby 
chrominance  connection  (they  are  both  on  the 
back  of  the  monitor),  you'll  get  a  picture  of  mar- 
velous quality. 

I'm  amazed  to  find  that  the  necessary  cable 
doesn't  come  in  the  box  with  the  monitor.  The 

November  19S3    COMPUTI!     191 


VIC-20  &  COMMODORE-64 


AZTEC  CHALLENGE 


VIC-20 

You  are  a  member  of  the 
powerful  Aztec  tribe.  To 
avoid  sacrificing  yourself 
to  the  gods>  you  must 
compete  in  and  complete 
tfie  deadly  AZTEC- 
OBSTACLE-COURSE. 
Seven  phases  witti  in- 
creasing levels  of  difficulty 
make  this  course  challeng- 
ing and  l<eep  you  going  for  yours.  Tape  —  List  $16.95. 
Sale  $12.95.  Disk  —  List  $21 .95.  Sale  $16.95. 


SPIDER  INVASION  VIC-20 

While  exploring 
underground  caverns,  you 
uncover  a  plot  by  mutant 
spiders  to  take  over  the 
world.  Only  your  laser 
beam  can  destroy  the 
spiders.  Destroy  the 
spiders,  their  rapidly 
hatching  eggs,  and  finally 
the    nest    and    the    giant 

mother  spider.  Tape  —  List  $16.95.  Sale  $12.95.  Disk 

—  List  $21.95.  Safe  $16.95. 


SLINKY  VIC-20 

{Better  than  Q-BERT.)  In 
this  super  fantastic  arcade 
action  game  you,  as 
SLINKY  must  change  all 
the     blocks     on     the 

»| H         pyramids  to  your  color.  To 

stop  you  there  is  Dusty 
the  dust  cloud,  Marge  the 
magnificent  magnet,  Ran- 
dy the  raindrop,  Claud  the 
falling  face,  Lorenzo  the  chameleon  cube  popper,  not 
to  mention  disappearing  cubes  and  color  changing 
cubes.  99  levels  of  challenging  play.  Highly  Recom- 
mended!! Tape  —  List  $16.95.  Sale  $12.95.  Disk  — 
List  $21.95.  Sale  $16.95. 


FORBIDDEN  FOREST 


Commodore  64 

Only  your  skill  as  an  ar- 
cher can  protect  you! 
Giant  spiders,  an  enor- 
mous bumble  bee,  huge 
leaping  frogs,  a  fire 
breathing  dragon,  a  phan- 
tom protected  by  killer 
skeletons,  an  80  foot 
snake  and  finally  the  ghost 
demo  gorgon  who  only  ap- 
pears in  lightning  flashes.  All  in  stunning  3-D 
graphics!  Tape  —  List  $16.95.  Sale  $12.95.  Disk  — 
List  $21.95.  Sale  $16.95. 


GAMES  WORTH  PLAYING    CdSfTII 


I  Add$3.00forposlage  Add  J6.00  lor  CANADA.  PUERTO  RICO.  HAWAII  < 

I  orders.  WE  00  NOT  EXPORT  TO  OTHER  COUrJTRIES  | 

I  Enclose  Cashiers  Check,  Money  Order  or  Personal  Check.  Allow  14  | 

I  days  for  delivery,  2  to  7  days  For  phone  orders,  1  day  express  mail!  | 

I  Canada  orders  must  be  in  U.S.  dollars.  We  accept  Visa  and  Master- 


I     Card.    We  ship  C.O.D. 


CMTEI}pDI7CQ    (WE  LOVE  OUn  CUSTOMERSI 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phone  312/382-5244  to  order 


VIC-20 


BIG-6     CHRISTMAS  SALE  40%  to 60%  off  list 

•  FANTASTIC  GRAPHICS  •  COMPLEX  STRATEGIES  •  FAST  ACTION 
•  CADILLAC  QUALITY  •  OLDEST  VIC-20  SOFTWARE  COMPANY 

Now  you  can  get  the  top  6  selling  UMI  Arcade  Action  Gaines  for  your  VIC-20. 


SUPER  AMOK 

GAME  CAATRIOGi 

F0«  M  ajMMOOOBE  VK  JO 


Super  Amok 

(Better  than  Berserk) 
Destroy  the  robots 
before  they  get  you. 
Increasingly  difficult 
mazes  contact  with 
saws,  robots  or  vails 
spell  death. 
List  $39.95 
Sate  $19.95 


Renaissance 

(Fantastic  Game) 
The  age  old  game  at 
its  best.  Change 
moves.  Review  moves 
and  calculate 
strategies. 
List  $39.95 
Sale-$19.95 


RENAISSANCE 

GAME  CARTRIDGE 

FOR  THECOWMOOGRE  VK  20 

ta: 

!■■' 
IW 

■■I 

tmr 
» 

r 


■■■■■ 
lain 


SAmunSiMETEOfllTES 

GAME  CARTRIOGE 

FOB  THE  COMMOOOflE  VIC  20 


Satellites  &  Meteorites 

(Like  Asteroids) 
Blast  Meteorites  and 
orbiting  satellites  that 
fire  back.  Watch  out 
for  the  Black  Hole. 
List  $39.95 
Sale  $19.95 


Video  Vermin 

(Like  Centipede) 
Hit  the  beetles  and 
other  creatures  before 
they  descend  on  you. 
List  $39.95 
Sale  $19.95 


'BSD 

VIDEO  VERMIN 

GAME   CARTMOGE 

FOR  IK  COMMOOOnE  VK  20 


CLOUDBURST 

GAME  CARTRIDGE 

FOft  TIC  COMMCXX3W  VIC  20 


Cloudburst 

(Better  than  Galaxian) 
Shoot  left,  right,  and 
up  to  destroy  the 
cloud  hoppers  and 
acid  rain. 
List  $39.95 
Sale  $15.95 


Outworld 

(Great  Graphics) 
Protect  your  city  from 
meteorites  and  bomb 
dropping  saucers. 
Protect  your  supply 
ship. 

List  $39.95 
Sale  $19.95 


OUTWORLD 

GAM£   CARTRIDCX 

fOfl  T«  COMMODORE  VIC  20 


I  AadJ3.00(orposl»ge.  Add  J6.00  (or  CANADA.  PUERTO  RICO  HAWAII 

I  orders.  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES 

I  Enclose  Cashiers  Chacli,  Money  Order  or  Personal  Check  Allow  14 

I  days  for  delivery.  2  to  7  days  (or  phone  orders,  1  day  express  mail! 

I  Canada  orders  nnust  be  in  U.S.  dollars  We  accepi  Visa  and  Master- 

I  Card.    We  ship  C.O.D 


E^T£RPP|2ES    '^''E'-OVE  OUR  CUSTOMERS) 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phona  312/382-5244  to  ord«r 


connector  that  comes  with  the  monitor  is  wired 
for  the  front  connection.  This  is  fine  for  both  the 
VIC  and  the  64,  but  the  64  can  do  far  better  on  the 
rear  connection.  At  the  present  time,  the  cable 
isn't  provided;  you'll  have  to  wire  one  up  or  buy 
one. 

If  you'd  rather  not  wire  your  own  cables,  you 
can  buy  a  general-purpose  "octopus"  connector 
that  brings  out  all  five  pins  to  differently  colored 
plugs.  The  color  codes  don't  seem  to  be  universally 
consistent,  but  on  the  ones  I  tried,  the  most  com- 
mon arrangement  seemed  to  be:  red  for  lumi- 
nance, white  for  chrominance  (video  out),  and 
black  for  audio.  Remember-  throw  the  little  switch 
at  the  back  of  the  monitor  to  energize  the  back 
connections. 

How  is  it  that  we  can  use  a  composite  video 
signal  as  chrominance?  Because  the  chrominance 
connection  throws  out  any  luminance  that  may 
be  mixed  into  the  signal. 

Sharpness 

Let's  talk  for  a  moment  about  why  the  picture  is 
so  sharp  on  a  properly  hooked-up  monitor.  It  has 
to  do  with  two  aspects  of  television  standards. 

First,  the  color  signal  is  "modulated,"  or 
coded,  using  a  high  frequency  signal  at  slightly 
over  3.58  megacycles  per  second.  That's  a  TV 
standard:  it  was  designed  long  ago  so  that  we 
could  decode  the  color  signal  and  separate  it  from 
the  brightness.  If  we  didn't  take  out  the  color  sig- 
nal (and  we  can  never  remove  it  completely),  we 
would  get  a  pattern  of  fine  dots  on  the  screen. 
These  dots  would  not  be  too  noticeable  on  a  con- 
ventional television  picture,  but  would  interfere 
with  our  perception  of  computer  characters. 

Second,  television  color  has  been  carefully 
designed  to  be  less  sharp  than  the  black-and-white 
part  of  the  picture.  It  turns  out  we  can't  detect 
color  sharpness  as  accurately  as  black-and-white; 
so  the  television  engineers  deliberately  take  out 
the  sharp  color  edges  to  allow  them  to  design  the 
television  signal  more  efficiently.  The  technical 
term  for  this,  by  the  way,  is  lower  bandwidth. 

So  the  sharpness  is  always  in  the  black-and- 
white,  or  luminance,  part  of  the  signal.  And  the 
chrominance  signal  is  not  only  less  sharp,  but 
also  contains  an  extra  frequency  that  will  degrade 
the  picture.  No  wonder  we  would  prefer  not  to 
mix  them. 

The  strange  interrelationship  of  sharpness 
and  color  leads  to  another  odd  thing.  If  you  ever 
draw  high-resolution  pictures  on  the  64,  you  are 
advised  to  make  lines  at  least  two  pixels  wide. 
Why?  Because  extremely  thin,  sharp  lines  get 
partly  mixed  into  the  color  signal,  and  you'll  get  a 
slight  but  annoying  "color  smear"  on  these  lines. 
But  it  won't  happen  on  a  rear-connected  1701 
monitor. 

194    COMPUTl!     November  1983 


If  You  Don't  Have  A 1701... 

Even  if  you  don't  have  the  1701  monitor,  you  can 
make  use  of  the  information  on  how  the  video 
signal  works. 

If  you  have  a  conventional  color  monitor,  or 
just  a  color  TV  set,  you  can  try  for  a  sharper  picture. 
The  objective  here  is  to  put  more  luminance  into 
the  video  signal.  We  do  this  by  making  a  connec- 
tion between  pin  1  and  pin  4  on  the  video  connec- 
tor of  the  64.  If  you  have  a  monitor,  you  can  con- 
nect the  two  pins  within  the  cable.  If  you  have  a 
TV  set,  you  must  make  up  a  video  plug  with  the 
two  pins  strapped  together;  even  though  the  sig- 
nal doesn't  go  out  through  this  connector,  the 
balance  between  luminance  and  chrominance  will 
change.  In  either  case,  you'll  need  to  readjust  the 
color  controls  to  get  a  satisfactory  picture;  and 
you  might  not  even  like  the  results.  If  you'd  rather 
not  do  your  own  cabling  or  soldering,  have  your 
local  computer  or  TV  service  store  do  the  job  for 
you. 

You  can  also  make  a  significant  improvement 
on  a  black-and-white  monitor,  which  you  might 
use  for  such  things  as  word  processing  or  financial 
calculations  where  color  doesn't  matter.  Now  that 
you  know  about  pin  1,  which  contains  the  lumi- 
nance signal  only,  you  can  use  it  for  a  crisp  black- 
and-white  picture.  © 


VIC  20 


f] 


Now  you  can  have  the  memory  power  of 

the  64,  flexible  memory  control,  expansion 

port  and  more. 


$129.95 

rifnosmc 

eLECTRONtCSJNC. 
Call  tor  vour  nearest  Mosaic  Dealer 
1-800-547-2807.  Irt  Oregon  653-7885 

VK:  20  k  a  registered  tfoclemork  of  Commodore  Busln9ssMachln9S.lna 


Skyles  Electric  Works  Presents 


>^^  i^  — 


The  ViclVee 


TM 


, ..Leaves  your  new  Commodore  64  (or  Vic  20)  with  42  additional  commands. 
. ..Branches  out  to  most  BASIC 4.0 programs. 
.  ..Roots  into  most  printers. 

New  from  Skyles:  the  VicTree,  a  coordinated  hardware  and  software  cartridge  that  allows  your 
Commodore  64  to  branch  out  in  unbelievable  directions  and  makes  it  easier  than  ever  to  do  BASIC 
programming,  debugging  and  to  access  your  disk.  And  the  new  VicTree  provides  routines  to  interface 
the  Commodore  64  to  all  Centronics  Parallel  printers  with  an  inexpensive  cable.  8kb  of  ROM — 4kb 
for  the  BASIC  commands,  4kb  for  disk  commands.  Perfect  not  only  for  the  new  Commodore  64  but 
also  for  the  Vic  20,  Unbelievably  simple  to  use  with  a  100  +  page  manual  with  many  many  program 
examples.  Easy  to  install,  plugs  into  cartridge  port,  the  VicTree  gives  you  all  the  additional  BASIC  4.0 
commands  to  allow  most  BASIC  4.0  programs  to  work  on  your  new  Commodore  64  and  Vic  20. 

And  now  with  the  BASIC  command  Commodore  forgot! 

Now  only  $89.95  or  $  109.95  complete  with  Centronics  standard  printer  cable.  (Cable  alone  $29.95.) 
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string  Arrays 
In  Atari  BASIC 


Stephen  Levy 


This  tutorial  demottst rates  an  easy  way  to  create  string 
arrays  in  Atari  BASIC.  The  author  provides  example 
^programs  and  also  includes  a  few  handy  ideas  you  can 
use  with  other  programs. 


If  you  want  struig  arrays  on  your  Atari  computer, 
you'll  just  have  to  purchase  Atari's  Microsoft  BASIC 
disk.  A  common  belief,  but  not  entirely  true.  Al- 
though string  arrays  are  more  easily  handled  with 
Microsoft  BASIC,  they  can  be  created  with  Atari 
BASIC. 

Creating  The  Array 

What  we  actually  create  here  is  a  long  string  which 
will  hold  all  the  elements  of  the  array.  So  that  the 
array  will  not  contain  any  garbage,  we  must  clean 
it  out  before  using  it. 

There  are  two  ways  to  accomplish  this.  You 
could  simply  DIMension  a  string  to  1000  and  then 
fill  it  with  "*"  using  a  FOR-NEXT  loop. 

90     DIM  B«(1000) 
100  FOR  A=l  TO  1000 
110  B«(A,A)="*" 
120  NEXT  A 
130  PRINT  B* 

Here's  another  way  to  do  the  same  thing  a 
little  differently  and  much  more  efficiently: 


100  DIM  B* ( 1000) 

110  B*="  *  ■' :  B*  (  1000)  =■' *■ 

120  PRINT  B* 


: B* (2) =B* 


A  lot  faster,  isn't  it?  You  can  use  this  method 
whenever  you  want  to  fill  a  large  string  with  the 
same  character.  This  is  exactly  what  we  must  do 
to  begin  creating  our  string  array.  But  with  this 
next  program,  we  need  to  fill  the  string  with 
blanks. 

Type  in  and  RUN  the  following  program. 
When  you  are  asked  for  names,  enter  the  names 


of  ten  friends,  pressing  RETURN  after  each.  As 
written  the  program  will  allow  only  names  with 
up  to  ten  letters. 

100  DIM  ARRAY* <  100)  , ELEMENT*  (  10)  :  PRI 

NT  CHR*(125) 
110  ARRAY*="   ": ARRAY* ( 100) ="   ":ARRAY 

*  (2) =ARRAY* 
120  FOR  A=l  TO  10 
130  PRINT  "NAME  FDR  ARR AY*  (  "  ; A ;  "  )   PL 

EASE";; INPUT  ELEMENT* 
140  ARRAy*(A*10-9,A*10)=ELEMENT4 
150  ELEMENT*="   ":NEXT  A 
160  PRINT 
200  FDR  A=l  TO  10 
210  PRINT  "ARRAY* ( " ; A; " )   IS  "; ARRAY* 

(At  10-9, A* 10)  :  NEXT  A 
300  TRAP  340 
310  PRINT  :PRINT  "GIVE  THE  NUMBER  (1 

TO  10)" 
320  PRINT  "OF  THE  ARRAY  YOU  WISH  TO 

SEE"  ;  :  INPUT  A 
330  PRINT  ARRAY* (A* 10-9, A*10) : GOTO  3 

10 
340  PRINT  CHR* (253) : GOTO  300 

Notice  that  tlie  program  sets  up  an  array  with 
ten  elements  and  allows  you  to  pick  from  any  of 
the  ten. 

How  It  Works 

Line  100  DIMensions  the  array  and  clears  the 
screen.  Line  110  fills  the  array  with  blanks  and 
line  120  establishes  a  loop  so  you  can  enter  ten 
names.  Line  130  gets  your  input. 

Line  140  is  the  heart  of  the  creation  of  the 
array.  Within  the  parentheses  the  computer  is 
told  what  part  of  the  string  should  hold  your  input 
string  ELEMENTS.  The  first  time  through,  A=  1; 
therefore,  ARRAY$(A*10-9,AnO)  will  mean 
ARRAY$(1,10)  or  the  first  ten  posifions  in  the 
string.  When  A  =  2,  we  place  ELEMENTS  in  the 
eleventh  to  twentieth  positions  (2*10  —  9  =  11  and 
2*10  =  20).  This  continues  until  the  string  is  full. 


196    COMPUTEI    November  1983 


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November1983     COMPUTE)     197 


Looks  like  a 
Drives  like  a 
Parks  like  a 


^-^: 


For  additional  information,  call  1-800-334-4387.  In  California,  call  1-800-544-4387. 

©1983  Indus  Systems,  9304  Peering  Avenue,  Chalsworth,  CA  91311.  Indus  CT  is  a  product  oi  Indus  Systems.  Apple  II,  Appie  lleand  Apple  111 

are  registered  trademarks  of  Apple  Computer,  Inc.  Atari  is  a  registered  trademark  of  Atari,  Inc. 


Ferrari. 

Rolls. 

Beetle. 


Introducing  the  all-new  1984  Indus  GT™ 
disk  drive.  The  most  advanced,  most 
complete,  most  handsome  disk  drive  in  the 
world. 

A  flick  of  its  "Power"  switch  can  turn  an 
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Or  an  Apple  into  a  Red  Hot  Apple. 

Ask  your  favorite  computer  dealer  to 
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Test  drive  it.  Then,  get  ready  to  drive  home 
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Marvel  at  how  responsive  it  makes  every 
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Nestled  into  its  soundproofed  10.4" 
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/  iNDUS  GT 

The  all-new  1984  Indus  GT  Disk  Drive. 

The  cover  comes  off  at  your  computer  dealer's  showroom. 


Line  210  does  the  same  thing,  but  in  reverse 
order:  it  reads  ARRAYS  and  prints  the  proper 
part  to  the  screen.  Line  330  does  the  same  thing, 
but  only  for  the  part  of  the  string  you  request. 

Try  this:  RUN  the  program  and  enter  any  ten 
names.  Then  press  BREAK.  Type  PRINT  ARRAYS 
without  a  Hne  number,  press  RETURN,  and  see 
what  happens. 

Now  RUN  the  program  again,  but  simply 
press  RETURN  without  entering  anything  for  the 
names.  Although  there  appears  to  be  nothing  in 
ARRAYS,  it  is  actually  filled  with  blanks.  Type 
PRINT  ARRAYS  again  and  see  what  happens. 

There  are  also  a  few  other  techniques  here 
which  may  be  helpful.  Lines  300  and  340  prevent 
the  program  from  crashing  when  an  incorrect 
INPUT  is  entered.  TRAP  340  sends  the  program 
to  line  340  instead  of  printing  ERROR  8  LINE  320 
when  you  enter  a  Q  (or  whatever)  instead  of  a 
required  number  between  one  and  ten.  PRINT 
CHR$(253)  rings  the  buzzer,  just  as  PRINT 
CHR${125)  in  line  100  clears  the  screen. 

With  these  techniques,  you  now  should  be 
able  to  use  string  arrays  in  your  own  programs.  © 


"^^  connection 


SUPER  SAVERS 


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200    COMPUTE!    November  1983 


SI  icltcr  Software^ 

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Apple  Sounds  - 
From  Beeps  To  Musio 

Part  2 


Blaine  Mathieu 


In  the  conclusion  of  this  two-part  series,  the  author 
combines  the  ideas  and  programs  from  Part  1  and  pre- 
sents the  "Apple  Music  Writer."  An  effective  tool  for 
composing  or  reproducing  songs,  this  utility  is  also 
easy  to  use  because  of  its  great  variety  of  commands. 
There's  a  thorough  discussion  of  how  to  use  each 
command. 


"Apple  Music  Writer"  is  a  program  wliich  will 
allow  any  Apple  owner  to  easily  reproduce  his  or 
her  favorite  songs.  When  you  run  the  program, 
the  first  thing  you'll  notice  is  the  title,  and  then 
you'll  hear  part  of  a  tune  that  you  may  recognize. 
After  the  tune  stops,  you  will  be  prompted  by  the 
word  COMMAND?  and  a  flashing  cursor.  At  the 
top  of  the  screen  you  should  see  a  list  of  the  pos- 
sible commands  and  corresponding  letters.  On 
the  right  side  of  your  screen  you  should  see  a  list 
of  note  names  with  corresponding  values. 

It's  important  that  you  understand  and  know 
how  to  use  the  commands,  so  let's  review  them 
in  some  detail,  in  the  order  that  they  appear  on 
the  screen.  These  commands  are  usable  only  from 
the  COMMAND?  mode;  you  must  also  RETURN 
after  each  command.  You  may  want  to  experiment 
with  them  as  we  go  along. 

The  Commands 

A  =  ADDNOTE.  This  command  will  let  you  begin 

your  music  file  (song)  and  keep  adding  to  it.  Every 
time  you  press  A  (and  RETURN)  you  will  be 
prompted  to  enter  the  note,  a  comma,  and  the 
duration.  For  example; 

NOTE#l 
N0TE,DURAT10N  128,200 

The  maximum  note  value  is  255  (actually  0  =  256). 
The  same  is  true  for  the  duration  value.  After 
you've  entered  your  values,  you  will  hear  what 
the  new  note  will  sound  like  in  the  song. 

E  =  EDIT.  If  you've  made  a  mistake,  you  can 
fix  it  by  typing  E  (and,  as  always,  RETUR^sI).  You 


will  then  be  asked  the  number  of  the  note  you 
want  to  edit.  If  the  note  you  want  to  edit  is  not 
part  of  the  music  file,  you  will  be  reprompted  for 
the  note  number.  If  you  entered  a  valid  note 
number,  you  will  be  given  the  old  values  for  that 
note  and  prompted  for  new  values.  The  same  rules 
apply  for  entering  data  as  in  ADDNOTE.  Let's 
say  you  want  to  edit  note  number  one  and  replace 
the  old  values  with  new  ones  of  64  and  200: 

COMMAND?  E 

EDIT  NOTE#l 

NOTE#l  OLD:  NOTE  =  128  DUR  =  200 

NOTE,DURATION:  64,200 

P  =  PLAY.  Typing  P  will  put  you  into  Play 
mode.  This  will  play  your  song  and  print  it  to  the 
screen  at  the  same  time.  Because  it  is  both  listing 
and  playing  your  music  file,  the  playing  will  not 
be  at  the  same  speed  as  in  your  program.  It  will 
be  slower  and  more  pronounced.  After  entering  P 
you  will  be  prompted  for  the  starting  and  ending 
note  to  Play/list.  If  you  just  press  RETURN  instead 
of  entering  values,  the  whole  song  will  be  played 
(defaults  will  be  set;  D  is  the  default). 

S  =  SAVE.  This  command  will  SAVE  your 
music  file  to  disk.  First  you  will  be  prompted  for  a 
filename,  which  will  be  the  name  used  when  the 
file  is  SAVEd,  Then  you'll  be  prompted  for  the 
number  of  the  first  and  last  note  of  your  file  that 
you  want  saved  to  disk.  The  next  question  is  FOR 
FUTURE  ADDITION?  A  little  explanation  is  in 
order  here.  There  are  two  types  of  files  which  can 
be  produced  with  this  command.  If  you  answer  Y 
to  the  above  question,  a  file  will  be  created  that 
can  be  reloaded  into  Apple  Music  Writer  at  any 
time.  You  should  use  this  option  if  you  feel  you 
may  want  to  add  more  notes  or  edit  your  song  at 
a  later  date.  If  you  enter  N,  a  file  will  be  created 
that  you  can  easily  turn  into  a  BASIC  program 
that  will  play  your  song  when  run. 

If  you  answer  the  FUTURE  ADDITION?  ques- 
tion with  an  N,  you  will  be  asked  for  the  starting 
line  number  of  your  soon-to-be-created  BASIC 

November1983    COMPUTE!    201 


music  program.  Then  you  will  be  asked  if  you 
want  a  FULL  LOADER  PROGRAM?  If  you  answer 
Y,  the  BASIC  program  created  will  include  the 
necessary  information  so  that  when  your  new 
program  is  RUN,  the  machine  language  "Note 
Producer"  (see  Part  1)  routine  will  be  POKEd  in. 
If  you  answer  N,  the  routine  will  not  be  included. 
You  would  answer  N  if  the  program  you  wanted 
to  add  the  music  to  already  included  some  sort  of 
"Note"  routine  (the  routine  found  in  Program  5 
of  Part  1  of  "Apple  Sounds  -  From  Beeps  To 
Music"). 

Finally,  you  will  be  prompted  to  check  for 
errors.  If  everything  is  all  right,  enter  Y  and  the 
file  will  be  SAVEd,  If  you  enter  N,  you  have  to 
repeat  the  entire  SAVE  process.  Here  is  an  ex- 
ample of  what  the  average  SAVE  command  might 
encompass: 

COMMAND?  S 
(Screen  is  cleared) 
FILENAME?  SONG.l 
STARTING  NOTE  NUMBER:  2 
ENDING  NOTE  NUMBER:  10 
FOR  FUTURE  ADDITION?  N 
STARTING  LINENUMBER:  100 
FULL  LOADER  PROGRAM?  Y 
IS  EVERYTHING  OK?  Y 

Your  music  file  would  now  be  SAVEd  under  the 
filename  SONG.l.  The  file  would  consist  of  notes 
two  through  ten,  and  the  generated  program 
would  start  at  line  100.  The  generated  program 
would  include  the  machine  language  "Note" 
routine. 

L  =  LOAD.  If  you  answered  Y  to  the  FOR 
FUTURE  ADDITION?  question  back  in  the  SAVE 
command,  you  can  LOAD  an  old  music  file  back 
into  the  computer.  The  catch  is  that  you  will  lose 
any  data  that  you  entered  into  the  computer  be- 
forehand. If  you  don't  want  to  lose  your  data, 
then  answer  N  to  the  question  about  losing  your 
data.  Just  enter  the  appropriate  filename,  and  you 
can  manipulate  or  add  to  your  data  once  again. 

N  =  NORPLAY.  As  mentioned  earlier,  when 
you  P  (Play/list)  your  song,  it  will  play  at  a  slower 
speed  because  it  has  to  list  the  note  values  at  the 
same  time.  To  alleviate  that  problem,  you  can  use 
the  NORmal  PLAY  command.  This  will  play  your 
song  in  the  same  tempo  as  it  will  normally  be 
played  by  your  generated  program.  Just  enter  the 
proper  values  (or  defaults  will  be  used)  and  listen. 

D  =  DELETE.  Upon  entering  D  from  the 
COMMAND?  mode,  you  will  be  asked  which 
note  or  notes  you  want  to  delete.  If  you  hit  RE- 
TURN after  the  first  question  without  typing  any- 
thing else,  the  default  will  be  used  and  the  last 
note  in  the  music  file  will  be  deleted.  If  you  enter 
a  value  for  the  first  question,  you  will  be  asked 
the  number  of  the  last  note  up  to  which  you  want 
to  delete.  The  appropriate  notes  will  then  be  de- 
leted, and  you're  back  to  the  COMMAND?  mode, 

202    COMPinS!     November  1983 


I  =  INSERT.  This  command  is  the  exact  op- 
posite of  the  Delete  command.  Simply  answer  the 
few  setup  questions  and  enter  the  data.  Note: 
You  cannot  leave  the  Insert  mode  until  you  have 
entered  all  the  data  you  specified  you  were  going 
to  enter. 

R  =  RESTART.  This  command  lets  you  start 
over  with  a  clean  slate  beginning  with  note 
number  one. 

C  =  CATALOG  will  return  a  fairly  standard 
DOS  catalog. 

Q  =  QUIT.  Use  this  command  to  exit  the  pro- 
gram cleanly.  You  will  lose  all  your  data  that  hasn't 
been  SAVEd  to  disk.  If  you  quit  by  accident,  a 
GOTO  200  will  usually  let  you  reenter  the  program 
with  no  data  lost. 

.  =  DOS.  What  this  means  is  that  typing  a 
period  followed  by  any  normal  DOS  command 
will  execute  that  command,  A  common  use  for 
this  might  be: 

COMMAND?  .DELETE  FILENAME 
Caution:  Certain  DOS  commands  will  cause  the 
Apple  Music  Writer  to  cease  functioning,  thus 
causing  a  loss  of  data.  Take  care. 

H  =  HARD.  If  you  have  a  printer  connected 
to  your  Apple,  you  can  get  a  simple  hard  copv  of 
your  music  file  by  entering  H  from  the  COM- 
MAND? mode.  Note:  You  may  have  to  edit  lines 
1210  and  1220  to  accommodate  different  printers. 

Hints  For  Easier  Use 

Saving.  One  good  idea  is  to  save  two  copies 
of  your  music  file  to  the  disk.  One  copy  should  be 
done  in  the  FUTURE  ADDITION?  mode  so  you 
can  edit  or  add  to  it  at  a  later  date.  If  you  wish, 
the  other  copy  can  be  done  in  the  create  program, 
or  FUTURE  ADDITION?  N  mode.  Always  re- 
member to  use  a  different  filename. 

Tempo.  When  you  enter  your  durations, 
remember  that  if  your  quarter  note  has  a  value  of 
50,  your  half  note  will  have  a  value  of  100  and  so 
on.  You  should  set  a  plan  of  what  duration  you 
want  a  certain  type  of  note  to  be  and  work  from 
there.  Rests  are  done  with  a  note  value  of  one. 

Limits.  The  number  of  notes  you  can  have  in 
one  song  is  limited.  For  our  purposes  the  number 
is  500,  but  by  changing  the  value  of  L  in  line  120, 
this  limit  can  be  raised. 

Notes.  The  note  listings  on  the  side  of  the 
screen  are  especially  helpful  if  you  are  transposing 
sheet  music  to  disk.  The  numbers  listed  are  for 
the  middle  octave.  For  the  higher  octave,  divide 
the  number  by  two;  and  for  the  lower  octave, 
multiply  the  number  by  two.  For  example,  the 
note  F  could  be  represented  by  the  numbers  36, 
72,  and  144.  You  can  also  make  a  separate  list  of 
all  the  notes  and  their  numbers.  Remember,  F#  is 
the  same  as  G-flat  and  so  on.  Also,  once  again, 
the  number  zero  is  equivalent  to  the  number  256. 


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Exec.  In  order  to  use  a  program  that  you  made 
in  the  FUTURE  ADDITION?  N  mode,  you  must 
EXEC  it.  EXEC  is  a  DOS  command  that  prints  a 
sequential  text  file  to  the  screen  as  if  it  were  typed 
from  the  keyboard.  In  this  way,  you  can  EXEC 
your  file  and  RUN  it  as  a  BASIC  program.  Later 
on,  you  can  SAVE  it.  Another  feature  is  that  you 
can  LOAD  an  old  BASIC  program  (game  or  what- 
ever) and  EXEC  your  sound  routine  into  it.  For 
this  to  work  properly,  however,  you  must  have 
specified  the  starting  line  number  during  the  save 
of  your  music  file  such  that  the  line  numbers  of 
the  music  routine  do  not  contlict  with  those  of  the 
program  to  which  the  routine  is  being  added. 

Insert.  If  you  have  a  large  amou  n  t  of  repetitive 
data  to  type  in,  one  trick  is  to  enter  the  last  note 
of  that  data,  then  Insert  the  rest.  This  saves  you 
from  repeatedly  typing  A  from  COMMAND? 
mode.  (This  is  useful  only  if  you  know  beforehand 
exactly  what  data  you  want  to  enter.) 

Keys.  There  are  a  number  of  key  codes  that 
you  can  use  with  Apple  Music  Writer.  If  at  any 
time  the  screen  is  getting  too  cluttered,  an  ESC- 
SHIFT-P  should  do  the  trick.  You  can  stop  a 
Catalog  or  a  Play/list  at  any  moment  with  a  CTRL- 
S,  and  restart  it  with  the  touch  of  any  key.  Finally, 
in  this  program,  CTRL-C  RETURN  can  be  a  useful 
but  sometimes  dangerous  command.  I  would 
recommend  using  CTRL-C  only  if  you  are  caught 
in  a  never-ending  loop  or  as  a  last  resort.  If  for 
any  reason  you  find  yourself  out  of  Apple  Music 
Writer,  you  can  usually  reenter  the  program,  with- 
out losing  any  data,  by  typing  GOTO  200. 

Experiment.  No  matter  how  long  or  well 
written  a  manual,  nothing  can  take  the  place  of 
hands-on  experience  with  a  program.  Before  you 
try  any  big  projects,  be  sure  you  know  what's 
going  to  happen  at  all  times  no  matter  what  you 
enter  during  Apple  Music  Writer.  Overall  the 
program  is  very  forgiving.  One  last  thing  -  the 
best  songs  on  the  Apple  seem  to  be  songs  with 
few  or  no  rests.  Try  using  longer  notes  instead  of 
rests. 

If  you'd  rather  not  type  in  the  program,  send 
$3,  a  stamped,  self-addressed  disk  mailer,  and 
an  initialized  blank  disk  (Apple  DOS  3.3  com- 
patible) to: 

Blaine  Mathieu 
Box  2572 

Pence  River,  Alberta 
Cannda,  TOH  2X0 

Apple  Music  Writer 

10   REM     APPLE  MUSIC  WRITER 

20   REM   INITIALIZATIDN 

30   TEXT  «  HOME  :  VTAB  1:  PRINT  "A=ADDN 
OTE  E=EDIT     P=PLAY     S-SAVE 
L=LQAD     N^NQRPLAY  D=DELETE   I=IN 
SERT   R=RESTART  C=CATALQB  Q=QUIT  . 
=DQS  H=HARD":  PRINT  " 


.. .  POKE 

34,5 
40   VTAB  6:  HTAB  34:  PRINT  "B  =64":  PRINT 
TAB(  34)"F#=6e":  PRINT   TAB (  34)" 

F  =72":  PRINT   TAB (  34) "E  =76":  PRINT 
TAB(  34)"D#=ai":  PRINT   TAB (  34)" 

D  =86":  PRINT   TAB C  34)"C#=91" 
50   PRINT   TABt  34) "C  =96":  PRINT   TAB C 

34) "B  =102":  PRINT   TAB(  34) "A»=10 

8":  PRINT   TAB(  34) "A  =115":  PRINT 
TAB(  34)"G«=121":  PRINT   TABt  34) 

"G  =120":  PRINT   TAB(  34) "/2  FOR": 
PRINT   TAB(  34) "HIGHER";  PRINT   TAB ( 

34) "«2  FOR";  PRINT   TAB<  34) "LOWER 

":  POKE  33,32 
60   FOR  LQC  =  770  TO  790:  READ  BYTE:  POKE 

LOG, BYTE:  NEXT 
70   DATA   173,48,192,136,208,5,206,1,3, 

240,  9,  202,  208, 245, 174, 0, 3, 76, 2, 3, 96 
80   HOME  :  INVERSE  :     VTAB  10:  HTAB  9:  PRINT 

"APPLE  MUSIC  WRITER" 
90   FOR  R  =  1  TO  26:  READ  P,D;  POKE  768 

,P;  POKE  769, D;  CALL  770:  NEXT  R 
100   DATA  172,75,162,75,152,75,144,75,1 

08, 100, 1,30, 144,75, 100, 100, 1,30,  14 

4,75,108,255,1, 10,108,75,96,75,91, 

75,86,75, 108,75,96,75,86,  100 
110   DATA  1,10,115,75,96,100,1,10,108,1 

30,144, 150,216,200, 
120   HOME  ;L  =  500;  DIM  N CD , D (L) , N« (L) 

,D*fL) ,NN(L) ,ND(L) 
130   REM   MAIN  ROUTINES  START 
140   VTAB  5:  GOTO  190 
150  1=1+1 
160   PRINT  :  INVERSE  ;  PRINT  "NOTE#"I: 

NORMAL 
165   INPUT  "NOTE, DURATION  " ; N* ( I ) , D*< I ) 

:  IF  N*  =   CHRt  (.B)     OR  Dt  =   CHR* 

<S)  THEN  N»CI)  =  N«<I  -  1);D»<I)  = 

D«(I  -  1) 
170  N(I)  =   VAL  (NS<I)):D(I)  =   VAL  (D$ 

(I)>:  IF  N(I)  >  255  OR  N ( I >  <  0  OR 

DU)  >  255  OR  DC  I)  <  0  THEN  160 
180   POKE  76e,N(I>:  POKE  769,D<I)i  CALL 

770 


190 

ONERR   GOTO  370 

200 

PRINT  :  INPUT  "COMMAND?  ";A* 

210 

IF  A«  =  "A"  AND  I  =  L  THEN   PRINT 

"YOU  ARE  AT  YOUR 

LIMIT! ! ! 

! " ;  GOTO  2 

00 

220 

IF  A*  =  "A"  THEN 

150 

230 

IF  I  <   =0  AND 

(A*  =  "E' 

'  OR  At  = 

"P"  OR  A*  =  "H"  OR  AS  =  ' 

*N"  OR  At  = 

"I"  OR  At  =  "S") 

THEN   PRINT  "SORR 

Y,  NO  NOTES"; I  = 

0:  GOTO 

190 

240 

IF  A*  =  "Q"  THEN 

450 

250 

IF  At  =  "E"  THEN 

470 

260 

IF  At  =  "P"  THEN 

390 

270 

IF  At  =  "S"  THEN 

530 

280 

IF  At  =  "D"  THEN 

1410 

290 

IF  A*  =  "L"  THEN 

990 

300 

IF  At  =  "R"  THEN 

1=0 

310 

IF  At  =  "C"  THEN 
CATALOG" 

PRINT 

CHRt  ( 4 ) " 

320 

IF   LEFT*  (At,l) 

=  "."  THEN  1120 

330 

IF  At  =  "H"  THEN 

1160 

340 

IF  At  =  "N"  THEN 

1250 

350 

IF  At  =  "I"  THEN 

1310 

360 

GOTO  190 

370 

PRINT  "ERROR*"  PEEK  (222) 

i:  GOTO  190 

380 

REM   PLAY  ROUTINE 

204    COMPUTE!    November  1983 


390 


400 


A10 


420 


430 

440 
450 

460 
470 

480 


490 


500 

510 
520 

530 
540 

550 


560 


570 


580 

590 
600 


610 


620 
630 
640 


650 

660 
670 
680 
690 
700 
710 
720 

730 


PRINT  s  INPUT  "STARTING  NOTE  CD=1) 
:  ";SN«;BN  =   VAL  (SN*) :  IF  SN*  = 
■'"  THEN  SN  =  1 

PRINT  :  INPUT  "ENDING  NOTE  CD=LAST 
)!  ";EN*;EN  =  VAL  (EN*):  IF  EN*  = 
""  THEN  EN  =  I 

IF  SN  <  1  OR  SN  >  I  OR  EN  <  1  OR  E 
N  >  I  THEN  390 

PRINT  :  INVERSE  ;  PRINT  "START  OF 
SONG":  PRINT  :  NORMAL  :  FOR  X  =  SN 
TO  EN;  POKE  768, N(X):  POKE  769, DC 
X)!  PRINT  "NOTE#";X;:  HTAB  10:  PRINT 
"NOTE=";N(X); :  HTAB  19:  PRINT  "DUR 
ATIOIM=";D(X)  :  CALL  770;  NEXT  X 
INVERSE  ;  PRINT  ;  PRINT  "END  OF  SO 
N6":  NORMAL 
GOTO  190 
TEXT  :  HOME  :  PRINT  "GOODBYE":  END 

REM   EDIT  ROUTINE 

INPUT  "EDIT  NOTE#  ";NN:  IF  NN  >  I  OR 
NN  <  1  THEN  470 

PRINT  :  INVERSE  :  PRINT  "NDTE#"NN; 
5  NORMAL  :  PRINT  "  OLD:  NOTE="N(NN 
) ; "  DUR="D(NN) " 

INPUT  "NOTE, DURATION:  ";N»<NN>,D*( 
NN):N(NN)  =   VAL  CN« (NN) ) : D (NN)  = 
VAL  (D*(NNn:  IF  N(NN)  >  255  OR  N 
(NN)  <  0  OR  D(NN)  >  255  OR  D(NN)  < 
0  THEN  4B0 

POKE  76B,N(NN)!  POKE  769,D(NN):  CALL 
770 

GOTO  190 
REM   SAVE  ROUTINE 

ONERB   GQIQ  B60 

HOME  ;  INPUT  "FILENAME?  "|FI*i  IF 

FI*  =  ""  THEN  540 

PRINT  :  INPUT  "STARTING  NOTE  NUMBE 

R:  ";SN;  IF  SN  <  1  OR  SN  >  I  THEN 

550 

INPUT  "ENDING  NOTE  NUMBER: 
IF  EN  >  I  OR  EN  <  1  THEN  56 


PRINT 
";EN: 
0 

PRINT 
?  ";A* 


INPUT  "FOR  FUTURE  ADDITION 
IF  A*  <   >  "N"  AND  A*  <   > 

"Y"  THEN  570 

IF  A*  =  "Y"  THEN 

1:  GOTO  640 


POKE  216,0: F2  = 


F2  =  0 

PRINT 
:  " ;  SL 
600 

PRINT 


INPUT 
IF  SL 

INPUT 


"STARTING  LINENUMBER 
>  63900  OR  SL  <  0  THEN 


FULL  LOADER  PROGRAM 
?  ";A*:A«  =   LEFT*  (A*,l)!  IF  A*  < 

>  "Y"  AND  A*  <   >  "N"  THEN  610 
IF  A*  =  "Y"  THEN  FL  =  1 
IF  A*  =  "N"  THEN  FL  =  0 
PRINT  :  INPUT  "IS  EVERYTHING  OK?  " 
;A*:  IF   LEFT*  (A*,l)  =  "Y"  AND  F2 

=  1  THEN  880 
IF   LEFT*  (A«,l)  =  "Y"  AND  F2  <   > 
1  THEN  670 
GOTO  190 
D*  =   CHR»  (4) :  PRINT  D*"OPEN"FI* 
PRINT  D*"DELETE"FI« 
PRINT  D*"OPEN"FI* 
PRINT  D*"WRITE"FI« 
IF  FL  <   >  1  THEN   GOTO  740 
PRINT  SL; "FORLOC=770TO790s READBYTE 
:POKELOC, BYTE: NEXT" :SL  =  SL  +  2 
PRINT  SL; "DATA173,4B, 192, 136,208,5 


, 206, 1 , 3, 240, 9, 202, 208, 245, 174, 0, 3 

,76,2,3,96":SL  =  SL  +  2 
740   PRINT  SLj "FORR=1TO";EN  -  SN  +  1}"S 

READP , D: P0KE76a , P : P0KE769 , D : CALL77 

0:NEXTR":SL    =    SL    +    2 
750      FOR    Z    =    SN    TO    EN 
760   N=N+1:     IFN=20   THEN   N    =    1 

IF  N  <   >  1  THEN  810 

PRINT 


810 

820 
830 
840 
850 
860 

870 
880 


910 
920 
930 
940 
950 
960 
970 
980 
990 
1000 


1010 


1020 


1040 
1050 
1060 

1070 


1080 


IF  N  <   >  19 


770 
780 
790 

800  SL  =  SL  +  2 

PRINT  N<Z) ;","5D(Z) ; 

THEN   PRINT  ","; 
NEXT  Z 
PRINT 

PRINT  D*" CLOSE" 
GOTO  190 

PRINT  :  PRINT   CHR*  (7)  ;  "ERRORlt" ;  PEEK 
<222):  PRINT  D*" CLOSE":  GOTO  190 
REM   2ND  SAVE  ROUTINE 
ONERR   GOTO  980 
890  D*  =   CHR*  (4):  PRINT  D«"0PEN"F1* 
900   PRINT  D*" DELETE "FI* 
PRINT  D«"OPEN"FI* 
PRINT  D*"WRITE"FI* 
FOR  S  =  SN  TO  EN 
PRINT  N(S):  PRINT  D<S> 
NEXT  S 

PRINT  D«"CLaSE" 
SOTO  190 

REM   LOAD  ROUTINE 
ONERR   GOTO  1090 

INPUT  "YOU  WILL  LOSE  YOUR  DATA,  0 
K?  ";OK«:OK«  =   LEFT*  (0K*,1):  IF 
OK*  <   >  "Y"  AND  OK*  <   >  "N"  THEN 
1000 

IF  OK*  =  "N"    THEN   POKE  216,0:  GOTO 
190 

PRINT  :  INPUT  "FILENAME:  ";FI*:  IF 
FI*  =  ""  THEN  1020 
1030  D*  =   CHR*  <4) :  PRINT  D«"VERIFY"FI 
*:  PRINT  D*"OPEN"FI* 

PRINT  D*"READ"FI* 

FOR  Z  =  1  TO  L 

INPUT  N<Z) I  INPUT  D(Z> 

IF  N<Z)  <   =  255  AND  D(Z)  <   =25 
5  THEN   NEXT  2:  POKE  216,0:  PRINT 
D*"CLOSE":I  =2-1:  GOTO  190 

PRINT  :  PRINT  "INCOMPATIBLE  FILE! 
!!":  PRINT  D*"CLOSE"!  POKE  216,0:  GOTO 
190 

PRINT  D*"CLOSE":  IF   PEEK  (222)  = 


POKE  216,0:1  =  Z  -  1:  GOTO 


C222 


1090 

5  THEN 

190 
1100   PRINT  :  PRINT  "ERROR*";  PEEK 

):  PRINT  D»" CLOSE";  GOTO  190 
1110   REM   HANDLE  DOS  COMMANDS 
1120   ONERR   GOTO  1140 

1130  DC*  =   RIGHT*  (A*,  LEN  (A«)  -  1):  PRINT 
CHR*  (4); DC*:  POKE  216,0:  GOTO  19 

0 
1140   PRINT  "ERROR*"  PEEK  (222);  PRINT 
CHR*  (4) "CLOSE":  POKE  216,0:  GOTO 

190 
1150   REM  PRINTER  ROUTINE 

1160   PRINT  :  INPUT  "PRINTER  READY?  ";A 

«i  IF  A*  <   >  "Y"  AND  A*  <   >  "N"  THEN 
1160 

1170   IF  A*  =  "N"  THEN  200 

1180   PRINT  s  INPUT  "STARTING  NOTE  TO  B 
E  PRINTED  —   DEFAULT=1:  ";ST*i  IF 

November  1983    COMPUTE!    205 


ST*  =  ""  THEN  ST»  =  " 1" 
1190   PRINT  :  INPUT  "ENDING  NOTE  TO  BE 

PRINTED  —     DEFAULT=ALL:  ";EN»:  IF 

EN*  =  ""  THEN  EN»  =   STR*  (I) 
1200  ST  =   VAL  (ST*>;EN  =   VAL  <EN«) :  IF 

ST  <  1  OR  ST  >  1  OR  EN  <  I  OR  EN  > 

I  OR  EN  <  ST  THEN  11B0 
1210   PRINT  :  INPUT  "NAME  OF  SONG:  ";FI 

*:  IF  FI«  =  •'"  THEN  1210 
1220   PR#  1:  PRINT  :  PRINT  FI*s  PRINT  : 
FOR  X  =  ST  TO  EN:  PRINT  "NOTE#";X 

;:  HTAB  10:  PRINT  "NOTE="; N (X) ; :  HTAB 

19:  PRINT  "DURATION=";D(X) I  NEXT  X 


1330 
1340 


1350 

1360 
1370 


INSERT?  "jHM:  IF  HM  >  L  -  I  OR  MM  < 
1  THEN  1320 
FOR  Z  =  IB  TO  IB  +  HM  -  1 
PRINT  :  INVERSE  :  PRINT  "NOTEft-'Z: 
NORMAL  :  INPUT  "NOTE, DURATION:  "; 
IF  NN{Z)  <  0  OR  NN<Z) 
<  0  OR  ND<Z>  >  255 


NN(Z) ,ND(Z) 

>  255  OR  ND(Z) 

THEN  1340 

POKE  76a,NN<Z) 
770 

NEXT  Z 

FOR  Z  =  I  TO  IB  STEP   -  1;N<Z  +  H 
M)  =  N(Z):DCZ  +  HM>  =  D(Z):  NEXT  Z 


POKE  769,ND(Z) :  CALL 


1230   PRINT  :  PRINT  "END  OF  SONG":  PR# 

0:  GOTO  190 
1240   REM   NORMAL  PLAY  ROUTINE 
1250   PRINT  :  INPUT  "STARTING  NOTE  <D=1 

);  ";SN»jSN  =   VAL  (SN«) :  IF  SN*  = 

""  THEN  SN  =  1 
1260   PRINT  :  INPUT  "ENDING  NOTE  (D=LAS 

T>:  ";EN«!EN  =   VAL  (EN*):  IF  EN*  = 

""  THEN  EN  =  I 
1270   IF  SN  <  1  OR  SN  >  I  OR  EN  <  1  OR 

EN  >  I  THEN  1250 
1280   FOR  Z  =  SN  TO  EN:  POKE  769,N(Z)i  POKE 

769, D(Z);  CALL  770:  NEXT  Z 
1290   GOTO  190 
1300   REM   INSERT  ROUTINE 

1310   POKE  216,0;  PRINT  :  INPUT  "INSERT 
BEFORE  WHAT  NOTE?  ";IB:  IF  IB  <  1 
OR  IB  >  I  THEN  1310 
1320   PRINT  :  INPUT  "HOW  MANY  NOTES  TO 


1380 

1390 
1400 
1410 
1420 


1430 
1440 


1450 


1460 


FOR  Z  =  IB  TO  IB  +  HM  -  1:N(Z>  = 
NN(Z);D(Z)  =  ND(Z):  NEXT  Z 
I  =  I  +  HM 

GOTO  190 

REM   DELETE  ROUTINE 

PRINT  :  INPUT  "DELETE  FROM  NOTE  ( 
D=LAST):  ";DF*!  IF  DF*  =  ""  THEN  I 

=1-1:  IF  1=   -1  THEN  I  =  0J  GOTO 
190 

IF  DF*  =  ""  THEN  190 

PRINT  :  INPUT  "TO  NOTE:  "■,DT*:DF  = 

VAL  (DF*):DT  =   VAL  (DT*) :  IF  DT  < 
1  OR  DT  >  I  OR  DF  <  1  OR  DF  >  I  OR 
DF  >  DT  THEN  1420 

FOR  Z  =  DT  +  1  TO  IsNCZ  -  (DT  -  D 
F  +  1))  =  N(Z):D(2  -  (DT  -  DF  +  1) 
)  =  D(Z) :  NEXT  Z 
1  =  1-  (DT  -  DF  +  1):  GOTO  190     /Pt 


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206    COMPUTI!    Novemt>er  1983 


INSIGHT:  Atari 


Bill  Wilkinson 


BiU  concludes  last  mouth's  column  xvith  a  program 
demonstrating  the  capabilities  of  the  new  graphics 
modes. 


If  you  were  a  little  disconcerted  by  our  discussion 
last  month,  here  is  a  little  BASIC  program  which 
demonstrates  the  capabilities  of  the  new  modes 
in  a  crude,  but  visible,  fasliion.  As  usual,  I  will 
explain  the  program  line  by  line. 

120.  Selects  a  normal  GRAPHICS  2.  This  is 
our  starting  point. 

130.  Prints  a  reference  line  on  the  screen. 
This  is  simply  so  you  can  tell  where  the  columns 
of  characters  are  later,  when  they  get  MAPped. 

150-180.  Print  what  are  now  normal  charac- 
ters. Note  that  the  underline  denotes  inverse  video 
characters  (via  the  Atari  key).  Did  you  notice  that 
each  set  of  four  characters  here  will  produce  the 
MAP  patterns  00,  01,  10,  and  11  (in  that  order)  on 
each  line  of  the  displayed  area?  Remember  that 
the  other  six  bits,  then,  will  select  a  character  from 
character  memory. 

190, 290,  320,  and  340.  Just  messages,  to  tell 
you  what  we  are  doing. 

200-220.  We  are  moving  the  normal  Atari  800 
character  set  from  its  normal  location  ($E000)  to 
RAM  at  address  $6000.  Note:  This  requires  a  32K 
machine. 

230-250.  Here  we  read  the  DATA  statements 
from  lines  380  to  420  and  change  the  character  set 
for  the  characters  A,  B,  C,  and  D. 

260-280.  A  quick  and  dirty  way  to  arbitrarily 
select  some  colors  for  the  various  color  registers. 

300  and  330.  Just  some  delay  loops,  so  you 
can  actually  see  it  happening. 

310.  Changes  the  CHBASE  (CHaracter  BASE 
pointer)  to  point  to  location  $6000,  where  the  new 
character  set  pattern  is. 

350.  The  magic  instruction.  Look  at  your 
screen.  How  many  different  colors  do  you  see? 

Do  you  see  the  relation  between  the  display 
and  the  table?  Did  you  notice  that  the  first  charac- 
ter in  each  line  "disappeared"?  That's  because 
these  characters  are  using  MAP  00,  the  "all  back- 
ground" map. 

I  think  the  only  thing  left  is  to  explain  the  bit 
patterns  of  the  modified  characters  which  are 
read  in  by  lines  230  to  250. 

Character  A  is  changed  to  a  solid  block  of  all 


"11"  bits  (thus  the  pattern  is  eight  $FF  bytes). 

Character  B  is  changed  to  a  solid  block  of  all 
"10"  bits  (eight  bytes  of  $AA).  Character  C  is  a 
solid  block  of  "01"  bits  (eight  bytes  of  $55). 

Finally,  character  D  has  a  purposely  varied 
pattern.  The  bit  patterns  in  the  byte  are  as 
follows: 


228 

$E4 

11 

10 

01 

00 

57 

$39 

00 

11 

10 

01 

78 

$4E 

01 

00 

11 

10 

147 

$93 

10 

01 

00 

11 

and  then  the  same  bytes  in  reverse  order. 

The  result  of  the  shifted  bit  pattern  shown  is, 
quite  naturally,  the  "arrows"  which  you  see  in 
the  program's  display. 

Finally,  we  are  finished  explaining  these  new 
modes.  What  good  are  they?  Just  imagine  what 
Chris  Crawford  could  do  with  a  map  which  dis- 
plays seven  different  colors,  instead  of  only  four. 
But  surely  there  are  other  uses.  How  about  in- 
venting some  and  sharing  them  with  us? 

100  REM  DEMO  OF  THE  "NEW"  GRAPHICS  MODEl 

110  REM 

120  GRAPHICS  2 

130  PRINT  #6? "wxyz" 

140  PRINT  #6;" 

150  PRINT  #6; "AaAa" 

160  PRINT  #6;"BbBb" 

170  PRINT  #6;"CcCc" 

180  PRINT  #6;"DdM" 

190  PRINT  "THIS  IS  IN  NORMAL  GRAPHICS  2" 

200  FOR  A=24576  TO  25599 

210    POKE  A,PEEK(A+32768) 

220    NEXT  A 

230  FOR  A=24840  TO  2S671 

240    READ  D:IF  D<0  THEN  260 

250    POKE  A, D: NEXT  A 

260  FOR  A=0  TO  8 

270    POKE  704+A,18*A+18 

280    NEXT  A 

290  PRINT  "THIS  IS  WITH  COLORS  CHANGED" 

300  FOR  1=1  TO  1000:NEXT  I 

310  POKE  756,96 

320  PRINT  "THIS  IS  THE  MODIFIED  CHARACTER  S 

ET" 
330  FOR  1=1  TO  1000: NEXT  I 
340  PRINT  "FINALLY,  THE  NEW  AND  SPECIAL  MOD 

E!" 
350  POKE  623, 128 

360  REM  ==  JUST  A  LOOP  TO  KEEP  DISPLAYING  == 
370  GOTO  360 

380  DATA  255,255,255,255,255,255,255,255 
390  DATA  170,170,170,170,170,170,170,170 
400  DATA  85,85,85,85,85,85,85,85 
410  DATA  228,57,78,147,147,78,57,228 
420  DATA  -1  © 

NovembeFl983    COMPUTEI    207 


MACHINE  LANGUAGE 


Jim  Butterfield,  Associate  Editor 


Debugging 


When  you  write  a  program,  you're  going  to  make 
mistakes.  It's  liard  on  the  ego,  but  there  it  is:  none 
of  us  are  perfect.  And  we  cannot  consider  our 
program  complete  unless  we  have  worked  out 
the  errors.  Not  just  the  obvious  ones  -  those  will 
be  easy  to  spot  since  they  will  often  prevent  the 
program  from  running.  We  need  to  go  further:  to 
methodically  search  out  less  obvious  bugs  and 
get  them  out  of  there. 

When  a  good  programmer  completes  a  pro- 
gram and  turns  to  the  testing  and  debugging 
phase,  he  or  she  needs  to  have  something  of  a 
split  personality.  The  natural  way  for  us  to  re- 
spond is  to  hope  that  there  are  no  bugs,  and  some- 
times that  means  that  we  don't  try  very  hard  to 
find  them.  The  smart  programmer  switches  from 
a  Doctor  Jekyll  coder  to  a  Mr.  Hyde  tester,  mer- 
cilessly trying  to  find  weak  spots  in  the  program. 

There's  no  fixed  procedure  for  testing.  The 
programmer  will  try  running  "ordinary"  data 
through  his  program,  of  course,  but  should  also 
try  probing  for  weak  spots -badly  formatted  lines, 
operator  errors.  Test  files  should  be  carefully  pre- 
pared in  advance,  and  output  files  closely 
examined  after  the  run. 

Debugging  Aids 

Today's  microcomputers  seem  somewhat  weak 
on  formal  debugging  aids  compared  to  the  "big" 
computers,  but  this  is  partly  an  illusion.  Main- 
frames can't  tolerate  programmers  playing  with 
the  toggle  switches  -  time  is  money,  and  the 
machines  have  many  tasks  to  do.  Because  of  this, 
elaborate  debugging  aids  have  been  developed  to 
allow  the  programmer  to  trace  down  troubles 
away  from  the  computer. 

Microcomputers,  on  the  other  hand,  are  often 
readily  available  to  the  programmer;  debugging 
can  take  place  on-line,  and  the  formal  aids  are 
needed  less. 

208    COMPUTE     November  1983 


We  can  do  many  things  "on-line"  on  our 
micros  that  must  be  done  "off-line"  on  big 
machines.  For  example,  a  major  debugging  aid  is 
the  "memory  dump"  -  formerly  called  a  "core 
dump"  when  memory  was  made  of  small  mag- 
netic cores.  The  big-system  programmer  would 
receive  dozens  of  pages  of  memory  printout  - 
often  in  octal  or  hexadecimal  -and  might  spend 
hours  studying  it.  The  microcomputer  program- 
mer, on  the  other  hand,  can  simply  inspect  the 
contents  of  memory  at  the  computer  itself. 

There's  a  style  difference,  however.  A  pro- 
grammer who  sits  in  a  cubicle  with  printout  and  a 
pencil  is  likely  to  be  less  hasty  in  his  analysis.  On 
the  other  hand,  a  programmer  who  sits  before  a 
memory  display  on  his  machine  is  likely  to  shout, 
"I  know  what  it  is!"  and  immediately  type  in 
changes  and  run  again.  Sadly,  most  such  changes 
don't  work  out.  When  we're  in  a  rush,  we  tend  to 
try  to  fix  the  symptoms  rather  than  the  problem. 

Let's  discuss  some  of  the  formal  methods 
available  on  big  computers  that  can  be  used  on 
our  micros. 

The  Memory  Dump 

A  program  of  any  significant  size  leaves  a  trail 
behind  it  in  memory.  It  accepts  input,  and  puts 
that  input  somewhere.  It  uses  work  areas,  builds 
tables,  and  computes  statistics.  It  prepares  output. 
All  of  these  leave  traces  in  memory.  In  fact,  ex- 
perienced programmers  often  make  sure  that 
these  values  will  be  there  to  aid  testing.  A  work 
area  would  be  cleared  immediately  before  use, 
not  immediately  after,  so  that  its  contents  will  be 
visible  until  the  next  use. 

Careful  examination  of  memory  can  be  one 
of  the  most  powerful  tools  in  the  debugging  re- 
pertoire. Everything  is  there:  your  program,  your 
data,  your  work  areas.  With  enough  close  study, 
you'll  almost  certainly  find  the  problem. 


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Traces 

A  trace  calls  on  a  computer  to  report  every  time  it 
passes  a  given  program  point.  Full  traces  cause 
the  computer  to  report  every  instruction  it  ex- 
ecutes, which  creates  a  great  deal  of  output.  Brarich 
traces  report  only  the  changes  in  logic  flow  - 
branches  that  are  taken,  jumps,  subroutines  that 
are  called,  etc.  You  can  tell  roughly  where  a  pro- 
gram was  working  when  it  got  into  trouble,  since 
you'll  see  the  last  place  that  it  went  to  a  new  loca- 
tion. Similarly,  you  can  see  the  logic  flow  so  that 
a  program  can  be  checked  to  verify  that  it  did 
indeed  take  a  given  jump. 

We  have  a  comparable  facility  to  Trace  on  our 
microcomputer;  it's  sometimes  associated  with 
single  step.  Instructions  are  displayed  on  the 
screen  as  they  are  executed.  Specialized  tools  like 
"branch  traces"  are  less  needed;  we  can  watch 
the  program  run  and  see  the  branches. 

Snapshots 

The  snapshot  allows  you  to  see  a  copy  of  memory 
at  a  given  time:  say,  when  a  particular  instruction 
is  executed.  It  allows  you  to  watch  a  work  area 
and  see  how  it  is  built  over  time. 

We  can  achieve  similar  results  by  putting 
breakpoints  into  our  program.  These  are  often  just 
BRK,  "break,"  instructions.  Each  time  we  reach  a 
breakpoint,  the  program  will  stop,  and  we  may 
examine  memory  locations  as  desired.  Then  we 
may  allow  the  program  to  continue  where  it  left 
off  -  until  the  next  break. 

The  Wolf 

You  may  hear  of  the  "wolf  fence"  method  of  de- 
bugging. That's  just  another  way  of  asking  your 
program  to  tell  you  when  it  passes  a  given  point 
(crosses  the  "wolf  fence").  In  this  way,  you  should 
be  able  to  tell  which  section  of  your  program  con- 
tains the  bug  (the  "wolf").  It's  just  common  sense: 
dividing  your  program  into  ever-smaller  pieces 
and  checking  out  each  piece. 

Debugging  is  partly  an  art:  some  people  are 
very  good  at  it.  It's  also  a  science:  you  must  be 
methodical  in  making  sure  your  programs  work 
right.  But  in  any  case,  it's  a  duty:  find  your  own 
bugs  before  other  users  fall  prey  to  them.  © 


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and  games  for  the 

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and  Color  Computer. 


210    COMPUTE!    November  W83 


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\  311  WEST  72nd  ST.  »  KANSAS  CITY  ■  MO  «  64114 

November1983    COMPUH!    211 


Phone  Directory 
And  Dialer  For  The  Tl 


Ken  McCann 


This  useful  program  will  work  as  a  phone  number  file 
as  well  as  an  automatic  dialer.  It  will  run  on  the  Tl 
with  or  without  Extended  BASIC. 


Your  computer,  cassette  recorder,  and  TV  are  all 
you  need  to  run  this  program.  Although  it  is  writ- 
ten in  standard  Tl  BASIC,  it  will  run  faster  if  you 
have  Extended  BASIC. 

DATA  statements  are  included  in  the  pro- 
gram, so  only  one  load  is  required.  Also,  with  the 
data  files  at  the  beginning  of  the  program,  data 
entry  is  simple  and  straightforward.  The  line  num- 
bers and  the  file  numbers  are  the  same,  to  make 
updating  and  deleting  less  complicated. 

DATA  Line  Format 

Enter  the  name  and  phone  number  informa- 
tion for  your  personal  directory  in  the  form  shown 
below  (also  see  line  1  in  program  for  same  exam- 
pie): 


dial  are  as  follows; 


Line  No. 

1         DATA 
variables 
(in  program) 


File  No. 

1, 
A 


Name  Phone  Number 

MCCANN. K,   1,2,3,4,5,6,7 
B$  CDEFGHI 


The  last  DATA  entry  must  be  followed  by  an  END 
line.  For  example: 

140  DATA      140,END 

Auto  Dialing 

In  most  cases,  the  accuracy  of  the  frecjuencies 
generated  with  the  CALL  SOUND  statement  is 
not  close  enough  to  use  as  "touch  tones"  to  dial 
the  phone.  Therefore,  I  executed  CALL  SOUND 
statements  with  a  frequency  counter  hooked  up 
to  the  TV  audio  output,  and  added  or  subtracted 
until  I  got  the  proper  frequency. 

To  use  the  Auto  Dial  feature,  hold  the  phone 
up  to  the  speaker  of  your  TV  and  press  C.  Note 
that  you  must  have  a  Touch-Tone  type  phone  to 
use  the  Auto  Dial  feature.  Two  tones  were  used, 
and  the  frequencies  for  each  digit  of  the  phone 

212     COMPITrt!     Novembef1983 


697,1209 
697,1336 
697,1447 
770,1209 
770,1336 


6  770,1447 

7  852,1209 

8  852,1336 

9  852,1447 
0  941,1336 


Program  Operation 

Search  Name  and  Dial:  Type  RUN,  then  press  N 
to  enter  the  Search  mode.  You  are  prompted  to 
enter  the  Name  exactly  as  it  is  in  the  files  and  then 
to  press  ENTER.  The  computer  will  display  the 
DATA  item  called  for.  Press  C,  and  the  computer 
will  PRINT  the  number  and  sound  the  dial  tones 
for  the  number. 

List:  Type  RUN,  then  press  L  to  enter  the  List 
mode.  You  will  see  DATA  as  it  is  in  the  files.  Press 
C  to  look  at  the  entire  list. 

Letter  Index  List:  Type  RUN,  then  press  I  to 
enter  the  Index  Mode.  Then  simply  enter  the  first 
letter  of  the  last  name  and  press  ENTER.  The  com- 
puter will  display  all  the  entries  beginning  with 
that  letter. 

Program  Explanation 

Lines  1-299  can  be  used  for  DATA  statements. 
Remember  to  put  the  END  statement  last,  after  all 
files  are  listed. 

Lines  300-480  set  up  the  menu. 

Lines  510-740  list  all  DATA  items  in  the  order 
they  appear. 

Lines  810-990  search  DATA  for  a  particular 
name. 

Lines  1000-1820  dial  the  number  and  print 
the  file  number. 

Lines  1830-2030  search  for  and  print  all  names 
beginning  with  a  given  letter. 

Phone  Directory 

1  DATA  1 , MCCANN. K, 2, 1,2,4,4,4,4 

2  DATA  2,CLAUSS.S,5,5,5, 1,2, 1 ,2 

3  DATA  3,  NI XON. R, 3, 3, 3, 4, 5,  4, 5 

4  DATA  4, END 
300  CALL  CLEAR 


310 

PRINT  "PHDNE  DIRECTORY- 

940  PRINT  "INDEX  LETTER  >"; 

SEG* (B* 

320 

PRINT  ••  iZ     SPACES>&  DIALER"::: 

1,1) 

330 

PRINT  "SELECT  MODE  DESIRED" 

950  PRINT 

340 

PRINT 

960  PRINT  "NAME  > " ; B* 

350 

PRINT 

970  PRINT 

360 

PRINT 

9B0  PRINT  "READY  TO  DIAL" 

370 

PRINT  "LIST  ALL  ENTRIES 

990  PRINT 

i6     SPACES> (L) " 

1000 

PRINT  "PRESS  >C<  TO  DIAL 

NUMB 

380 

PRINT 

R" 

390 

PRINT  "SEARCH  NAME  &  DIAL 

1010 

PRINT 

<:4  SPACESJ  (N)  " 

1020 

CALL  SOUND ( 100, 1000, 2) 

400 

PRINT 

1030 

CALL  SOUND (75. 675, 2) 

410 

PRINT  "LETTER  INDEX  LIST 

1040 

CALL  KEY (0, KEY, STATUS) 

{5  SPACES} ( I ) " 

1050 

CALL  SOUND (50, 2000, 6) 

420 

CALL  KEY (0, KEY. STATUS) 

1060 

IF  STATUS=0  THEN  1040 

430 

CALL  SOUND £50, 4000, 8) 

1070 

IF  KEY=67  THEN  1090 

440 

IF  STATUS=0  THEN  420 

1080 

REM 

450 

IF  KEY=76  THEN  500 

1090 

REM 

460 

IF  KEY=7a  THEN  780 

1100 

READ  C 

470 

IF  KEY=73  THEN  1820 

11  10 

PRINT  C; 

480 

GOTO  1260 

1120 

N=C 

490 

REM 

500 

REM 

1  130 

SOSUB  1430 

510 

CALL  CLEAR 

1  140 

READ  D 

520 

CALL  SCREEN(16) 

1  150 

PRINT  D; 

530 

PRINT  "PHONE  DIRECTORY  LIST" 

1  160 

N  =  D 

540 

PRINT 

1170 

GDSUB  1430 

550 

FDR  Z=l  TO  200 

1  180 

READ  E 

560 

PRINT 

1  190 

PRINT  E; 

570 

READ  A 

1200 

N  =  E 

580 

READ  Bt 

1210 

GOSUB  1430 

590 

IF  E*="END"  THEN  1770 

1220 

READ  F 

600 

READ  C. D, E. F, G. H,  I 

1230 

PRINT  F; 

610 

PRINT  "FILE  NUMBER   >";A 

1240 

N  =  F 

620 

PRINT 

1250 

GOSUB  1430 

630 

PRINT  "NAME   >";B* 

1260 

READ  e 

640 

PRINT 

1270 

PRINT  G; 

650 

PRINT  " NUMBER >" ; C; D; E; "-" ; F; S; H 

1280 

N  =  6 

;  I 

1290 

eOSUB  1430 

660 

PRINT 

1300 

READ  H 

670 

PRINT  "PRESS  <C>  TO  PROCEED  WIT 

1310 

PRINT  H; 

H" 

1320 
1330 

N  =  H 

GOSUB  1430 

680 

PRINT  "LIST" 

1340 

READ  I 

690 

REM 

1350 

PRINT  I; 

700 

CALL  SOUND < 100, 1000, 2) 

1360 

N=l 

710 

CALL  SOUND (75, 675, 2) 

1370 

GOSUB  1430 

720 

CALL  KEY (0, KEY, STATUS) 

1380 

READ  A 

730 

IF  STATUS=0  THEN  720 

1390 

A  =  A-1 

740 

IF  KEY=67  THEN  760 

1400 

PRINT  " iS     SPACES> " : : 

750 

PRINT 

1410 

PRINT  "FILE  NUMBER  >"; 

A 

760 

NEXT  Z 

1420 

GOTO  1740 

770 

REM 

1430 

IF  N=l  THEN  1540 

780 

REM<:3  SPACES> 

1440 

IF  N=2  THEN  1560 

790 

CALL  CLEAR 

1450 

IF  N=3  THEN  15B0 

800 

CALL  SCREEN(12) 

1460 

IF  N=4  THEN  1600 

810 

REM 

1470 

IF  N=5  THEN  1620 

820 

PRINT  "NAME  SEARCH" 

1480 

IF  N=6  THEN  1640 

830 

PRINT 

1490 

IF  N=7  THEN  1660 

840 

PRINT  "ENTER  NAME  TO  SEARCH  FOR 

1500 

IF  N=8  THEN  1680 

■1 

1510 

IF  N=9  THEN  1700 

850 

INPUT  I* 

1520 

IF  N=0  THEN  1720 

860 

PRINT 

1530 

NEXT  S 

870 

PRINT 

1540 

CALL  SOUND (100, 1209, 0, 

697 

,0) 

880 

PRINT 

1550 

RETURN 

890 

FOR  S=l  TO  2000 

1560 

CALL  SOUND ( 100, 1336,0, 

697 

,0) 

900 

REM 

1570 

RETURN 

910 

IF  B«="END"  THEN  1780 

1580 

CALL  SOUND ( 100, 1447, 0, 

697 

,0) 

920 

READ  Bt 

1590 

RETURN 

930 

IF  B«<>I*  THEN  1530 

1600 

CALL  SOUND ( 100, 1209, 0, 

770 

,0) 

November  1983    COMPUTt!    2t3 


1610  RETURh4 

1620  CALL  SOUND ( 100, 1336, 0, 770, 0) 

1630  RETURN 

1640  CALL  SOUND<100, 1447,0, 770,0) 

1650  RETURN 

1660  CALL  SOUND<100, 1209, 0, B52,0) 

1670  RETURN 

1680  CALL  SOUND ( 100, 1336, 0, 852, 0) 

1690  RETURN 

1700  CALL  SOUND ( 100, 1447, 0, 852, 0> 

1710  RETURN 

1720  CALL  SOUND t 100, 1336, 0, 941 , 0) 

1730  RETURN 

1740  PRINT 

1750  PRINT  "type  >RUN<  to  start  pro 

grant  again" 

1760  END 

1770  PRINT 

1780  PRINT  "end  of  list" 

1790  PRINT 

1800  PRINT  "type  >RUN<  to  start  pro 

gram  over" 

1810  END 

1820  CALL  CLEAR 

1830  CALL  SCREEN<15) 

1840  PRINT  "LETTER  INDEX  LIST" 

1850  PRINT 

1860  PRINT  "ENTER  FIRST  LETTER  IN  L 

AST  NAME  TO  SEARCH  FOR" 

1870  PRINT 

1880  INPUT  H* 

1890  PRINT 

1900  FOR  Z=l  TO  2000 

1910  READ  B« 


THEN  1990 

OHt  THEN 


;F;G;H;I 


1920  IF  B«="END" 

1930  IF  SEE* (B*, 1 , n 

1940  READ  C, D,E, F, G, H, I 

1950  PRINT  B* 

i960  PRINT  C;D; E; "- 

1970  PRINT 

1980  NEXT  Z 

1990  PRINT 

2000  PRINT  "END  OF  LETTER 

E" 
2010  PRINT 
2020  PRINT 

IN" 
2030  END 


1980 


INDEX  FIL 


'TYPE  >RUN<  TO  START  AGA 


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Modem  Save  And 
wnload  For  The  VIC-20 


Dennis  Colombo 


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mation which  was  coming  over  the  line  and  re- 
lentlessly scrolling  off  the  top  of  the  screen.  With- 
out a  disk  drive,  I  needed  a  way  to  store  the  data 
on  tape  so  I  could  later  read  the  information  off 
the  screen  or  edit  and  make  hard  copies  of  selected 
data  such  as  specific  files,  airline  schedules,  or 
encyclopedia  information.  Connect  time  could  be 
appreciably  reduced  if  I  didn't  have  to  stop  and 
absorb  the  information  as  I  received  it.  With  these 
considerations  in  mind,  I  wrote  Programs  1,  2, 
and  3. 

Also,  there  is  another  type  of  data  which 
may  be  retrieved:  program  listings.  While  the 
capability  to  store  and  read  these  listings  is  useful, 
they  probably  won't  be  in  a  form  your  VIC  will 
understand,  and  they  will  not  run.  So  I  wrote 
Program  4,  which  will  convert  a  BASIC  listing 
back  into  a  "tokenized"  BASIC  program  which 
will  run. 

Machine  Language  Is  More  Effective 

Program  2  will  run  the  terminal  and  allow  the 
information  to  be  saved  to  tape  and  printed  on 
the  VIC  printer.  It  uses  2K  of  memory;  the  re- 
maining RAM  is  utilized  as  a  buffer  to  hold  the 
information  until  it  is  sent  to  tape  or  printer.  The 
program  was  written  with  a  16K  expander,  but 
will  work  with  an  8K  or  24K  expander.  Although 
it  could  easily  be  modified  to  run  without  memory 
expansion,  the  small  amount  of  memory  left  for 


the  text  buffer  would  fill  up  too  quickly  to  be 
practical. 

Program  1  loads  VIC  to  ASCII  and  ASCII  to 
VIC  lookup  tables,  a  machine  language  subroutine 
to  send  and  receive  data,  and  a  machine  language 
interrupt  service  routine  into  memory.  1  had  orig- 
inally attempted  to  write  the  terminal  program 
entirely  in  BASIC.  I  found,  however,  that  for  re- 
ceiving large  amounts  of  text,  BASIC  was  too  slow. 
This  resulted  in  buffer  overflow  and  frequent  loss 
of  data.  The  machine  language  subroutine  in  Pro- 
gram 1  which  handles  data  reception  and  trans- 
mission is  far  more  effective. 

Program  3  will  allow  you  to  search  through 
the  text  in  RAM  and  select  portions  to  be  displayed 
on  the  screen  and  sent  to  the  printer. 

Program  4  will  download  a  BASIC  listing 
utilizing  the  "dynamic  keyboard"  technique.  Each 
line  of  the  BASIC  listing  in  memory  is  entered  as 
though  it  is  typed  directly  from  the  keyboard. 

Creating  The  Modem  Save  Program 

Program  1  should  be  typed  in  first.  SAVE  a  copy 
on  tape  or  disk,  since  the  program  destroys  part 
of  itself  as  it  is  RUN.  When  you  RUN  the  program, 
checksums  will  be  calculated  to  help  detect  any 
typing  errors  you  may  have  made  in  the  DATA 
statements.  If  no  errors  are  reported,  type  NEW, 
but  do  not  reset  the  computer.  It  is  important  that 
the  data  which  Program  1  POKEs  into  memory 
still  be  there  when  you  type  in  Program  2.  Re- 
member that  the  NEW  command  does  not  clear 
memory,  but  only  resets  pointers. 

Program  2  should  be  typed  in  exactly  as 
shown;  otherwise,  when  it  is  RUN,  the  BASIC 
pointers  may  cut  off  the  end  of  the  program.  After 
you  finish  typing  it  in,  PEEK  locations  45  and  46. 
They  should  contain  the  values  49  and  20  respec- 
tively. If  not,  you  have  either  added  to  or  left  some- 
November  was   COMPUTC!    215 


thing  out  of  the  program.  SAVE  a  temporary  back- 
up copy  at  this  point  in  case  you  have  problems 
with  the  next  step. 

Now  that  you  have  Program  2  typed  in,  you 
must  attach  the  tables  and  machine  language  pro- 
grams which  were  loaded  into  memory  by  Pro- 
gram 1.  You  can  do  this  by  typing  POKE 
45,l:POKE  46,26  and  RETURN.  This  fools  BASIC 
into  thinking  that  Program  2  includes  all  the  mem- 
ory up  to  location  6655,  the  end  of  the  memory 
loaded  by  Program  1.  You  should  now  SAVE  the 
new  Program  2.  All  further  references  to  Program 
2  are  to  this  version  of  the  program  which  includes 
the  tables  and  machine  language  routines. 

To  test  whether  all  the  data  from  Program  1 
was  in  fact  included  in  Program  2,  type  SYS  64802 
to  clear  memory,  then  LOAD  Program  2.  Next, 
type  in  the  following  direct  mode  line  and  hit 
RETURN: 

FOR  A=6144  TO  6655:  SUM=SUM+PEEK ( A) :  NEXT 
:  PRINT  SUM 

If  the  value  reported  is  62616,  then  the  data  has 
been  included.  If  not,  you'll  have  to  LOAD  and 
RUN  Program  1  again,  type  NEW,  LOAD  the 
temporary  backup  copy  of  Program  2  you  made 
earlier,  then  try  the  POKEs  to  45  and  46  and  the 
SAVE  again.  Once  your  Program  2  passes  this 
test,  you  won't  need  Program  1  again. 

You're  Ready  To  Dial 

When  Program  2  is  run,  the  screen  will  clear  and 

a  cursor  ( )  will  appear  in  the  upper-left  corner 

of  the  screen.  You  are  now  ready  to  dial  up 
CompuServe  or  another  telecommunications  ser- 
vice and  connect  to  the  modem.  Use  the  Fl  key 
for  Controi-C;  F3  for  Control-P  (Break);  F5  for 
Control-Q  {resume  sending);  and  F7  for  Control-S 
{stop  sending).  The  interrupt  service  routine  sig- 
nals with  an  audible  alarm  when  your  text  buffer 
is  within  256  bytes  of  being  filled. 

You  then  have  the  option  of  logging  off  and 
saving  your  text  to  tape  or  printer,  or  remaining 
on-line  while  your  text  is  being  saved  (about  five 
minutes  for  16K)  and  refilling  your  buffer  with 
more  text.  These  options  are  implemented  by 
logging  off  or  by  depressing  ¥7  (stop  sending) 
and  then  pushing  the  British  pound  sign  key. 
You  will  then  be  asked  to  select  from  a  menu 
whether  you  wish  to  send  the  text  to  tape,  printer, 
or  both. 

After  the  SAVE,  you  will  be  asked  if  you  are 
still  logged  on.  If  not,  the  program  ends.  If  you 
respond  that  you  are  still  logged  on,  the  program 
resets  the  text  buffer,  clears  the  screen,  and  you 
are  ready  to  continue  by  depressing  F5  (resume 
sending). 

After  you  have  saved  your  text  to  tape,  you 
can  load  it  back  in  at  any  time  and  use  Program  3 

216    COMPUTE!    November  1983 


to  search  and  select  portions  for  display  and 
printing.  When  loading  the  text  back  into  your 
VIC,  you  may  occasionally  get  a  ?LOAD  ERROR 
message.  Don't  be  concerned  -  your  data  should 
still  be  intact.  After  loading  the  text  tape,  type 
NEW  and  LOAD  Program  3. 

When  RUN,  Program  3  will  display  a  set  of 
instructions.  Press  the  SPACE  BAR  to  start  and 
stop  the  printing  of  text  to  screen  as  many  times 
as  desired.  When  the  text  is  stopped,  the  S  or  E 
key  can  be  used  to  mark  the  start  or  end  of  selected 
text.  The  starting  or  ending  point  will  be  the  last 
character  to  appear  on  the  screen  before  the  text 
is  stopped.  The  memory  location  of  that  character 
will  appear  on  the  screen,  and  you  will  be  given 
the  opportunity  to  change  the  start  (or  end)  of 
selected  text  by  changing  this  number.  Once  the 
end  of  the  text  has  been  marked,  press  the  D  key 
to  display  the  selected  text.  You  will  then  be  asked 
if  you  would  like  a  hard  copy.  Pressing  Y  will 
send  the  selected  text  to  the  printer. 

I  would  have  preferred  that  the  start  of 
selected  text  be  marked  from  the  top  of  the  screen 
rather  than  from  the  bottom,  but  I  couldn't  find  a 
reliable  way  to  correlate  the  location  of  a  particular 
portion  of  text  in  screen  memory  to  its  location  in 
the  text  buffer  due  to  the  inherent  inconsistency 
of  the  text.  The  capability  to  adjust  the  start  and 
end  of  selected  text  after  it  is  marked  should  help. 

If  you  find  a  BASIC  listing  in  the  text  which 
you  would  like  to  download,  find  the  starting 
address  of  the  listing  with  Program  3.  Type  NEW 
and  load  Program  4.  When  this  program  is  run, 
you  will  be  prompted  for  the  starting  address  of 
the  listing.  Enter  the  address  and  RETURN.  Each 
of  the  listings  will  then  appear  briefly,  one  at  a 
time,  near  the  top  of  the  screen.  It  may  take  awhile, 
depending  on  the  length  of  the  listing,  but  when 
it  is  done,  your  listing  has  become  a  program. 
You  can  now  delete  Program  4  from  the  end  of 
your  downloaded  program  and  SAVE  or  RUN  it. 

When  Program  4  reaches  the  end  of  a  program 
listing,  it  terminates  with  an  error  message.  This 
is  due  to  the  absence  of  a  line  number  or  valid 
BASIC  statement.  Although  this  does  end  the 
program  at  the  proper  point,  maybe  you  can  come 
up  with  a  more  elegant  way  to  terminate  execution. 

Program  2 

Line  2  conditions  the  interrupt  service  routine  to 
sound  an  audible  alarm  when  the  text  buffer  is 
within  256  bytes  of  being  filled.  It  also  chariges 
the  IRQ  Vector  to  point  to  the  interrupt  routine 
and  sets  upper/lowercase  mode. 

'  Line  3  moves  the  top  of  memory  down  to 
protect  the  machine  language  routines,  lookup 
tables,  and  text  buffers. 

Line  4  resets  the  BASIC  pointers  which  were 
moved  when  the  programs  were  saved.  This  must 


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80  Column  Expander SI 59 

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IEEE-IEEE  cable  (2m) 49 

5  Slot  Exponder  for  64 65 

Porailel  Interface  (Epson,  Okidota, 

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Programmers  Reference  Guide 18 

Verbatim  Diskettes  (toper  box) 26 

Hes  Modem 75 

ADA  1450 149 

ADA  1800  (new) 129 

Numeric  Keypad 35 

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8K  RAM  Memory  Expansion  Cartridge  . . .  S  40 

16KRAM 70 

24KRAM 105 

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SOFTWARE  OF  THE  MONTH 

Mirage  Concepts 
Mochine  Languoge  Data  Base 
2000  Characters  PL  Record 
200  Fields  Per  Record 
Multiple  Files  Per  Disk 

PRODUCT  OF  THE  MONTH 
INTERPOD  (intelligent  IEEE 

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be  done  before  editing  or  running  any  part  of  the 
program  which  contains  variable  names. 

Line  5  opens  a  file  to  the  RS-232  device  and 
sets  the  baud  rate  at  300. 

Line  20  sets  up  a  zero  page  pointer  to  the 
start  of  the  text  buffer.  The  machine  language 
subroutine  then  stores  text  in  the  buffer  beginning 
at  this  location  and  increments  once  for  each 
character  up  to  the  end  of  available  RAM. 

Line  40  calls  the  machine  language  subroutine 
loaded  by  Program  1  which  receives  data,  prints 
it  to  the  screen,  stores  it  in  memory,  and  sends 
data  from  the  keyboard  to  the  RS-232  channel. 
This  loop  will  continue  until  the  British  pound 
sign  key  is  pressed. 

Line  125  turns  off  the  out-of-memory  alarm. 

Lines  130  through  165  display  a  menu  and 
call  an  appropriate  subroutine,  depending  upon 
which  menu  item  is  selected. 

Lines  170  through  200  are  the  subroutine 
which  sends  data  to  the  printer. 

Lines  220  through  240  are  the  subroutine 
which  saves  to  tape  all  memory  from  the  start  of 
BASIC  to  the  last  location  of  data.  This  is  accom- 
plished by  moving  the  start  of  variables  pointer  to 
the  location  pointed  to  by  memory  locations  1 
and  2.  This  subroutine  also  ascertains  whether  or 
not  the  user  is  still  logged  on,  continuing  the  pro- 
gram if  he  is  and  ending  it  if  he  isn't. 

Program  3 

Lines  10  through  28  display  the  instructions  on 
the  screen. 

Line  30  sets  the  beginning  of  text  memory 
and  initializes  the  start  of  selected  text. 

Lines  40  through  130  mark  the  start  and  end 
of  selected  text. 

Lines  140  through  150  print  the  selected  text 
on  the  screen. 

Lines  160  through  190  print  out  a  hard  copy 
of  the  selected  text  on  the  VIC  printer. 

Lines  200  through  220  are  a  subroutine  which 
allows  adjusting  the  start  of  selected  text. 

Lines  250  through  280  are  a  subroutine  which 
allows  adjusting  the  end  of  selected  text. 

Program  4 

Line  60000  inputs  the  starting  address  in  memory 
of  the  program  listing. 

Lines  60005  and  60010  clear  the  screen,  print 
the  characters  which  form  the  listing  one  at  a  time, 
and  look  for  a  carriage  return  character,  signaling 
the  end  of  a  line  of  BASIC. 

Line  60020  increments  text  memory  by  one 
and  loops  back  to  print  the  next  character. 

Line  60030  is  executed  when  the  end  of  a  line 
of  BASIC  is  detected.  POKEing  a  carriage  return 
into  the  keyboard  buffer  at  this  time  cauSes  the 
text  on  the  screen  to  be  centered  as  if  input  were 

218     COMPUTE!     November  1983 


from  the  keyboard. 

Program  1: 

Data  Tables  And  Machine  Language 

10  CK=0:  FOR  A=10240  TO  10495:  READ  D:  CK 

=CK+D:  POKE  A,D:  NEXT  A 
20  IF  CK032753  THEN  PRINT  "DATA  ERROR  IN 

":  PRINT  "LINES  100-410":  STOP 
30  PRINT  "DATA  LINES  100-410  OK" 
40  CK=0:  FOR  A=7936  TO  8191:  READ  D:  CK=C 

K+D  tPOKE  A,D:  NEXT  A 
50  IF  CK029863  THEN  PRINT  "DATA  ERROR  IN 

":  PRINT  "LINES  420-730":  STOP 
60  PRINT  "DATA  LINES  420-730  OK" 
70  CK=0:  FOR  A=6144  TO  6655:  D=PEEK(A+409 

6):  CK=CK+D:  POKE  A,D:  NEXT  A 
80  IF  CK062616  THEN  PRINT  "DATA  RELOCATI 

ON  ERROR":  STOP 
90  PRINT  "DATA  RELOCATION  OK":  END 
100  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
110  DATA  170,  170,  170,  170,  170,  13,  170 

,  170 
120  DATA  170,  170,  170,  170,  8,  170,  170, 

170 
130  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
140  DATA  32,  33,  34^  35,  36,  37,  38,  39 
150  DATA  40,  41,  42,  43,  44,  45,  46,  47 
160  DATA  48,  49,  50,  51,  52,  53,  54,  55 
170  DATA  56,  57,  58,  59,  60,  61,  62,  63 
180  DATA  64,  97,  98,  99,  100,  101,  102,  1 

03 
190  DATA  104,  105,  106,  107,  108,  109,  11 

0,   111 
2i30  DATA  112,  113,  114,  115,  116,  117,  11 

a,  119 

210  DATA  120,  121,  122,  91,  92,  93,  94,  9 

5 
220  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
230  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
240  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
250  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
260  DATA  170,  170,  170,  170,  170,  3,  16, 

[space} 17 
270  DATA  19,  170,  170,  170,  170,  170,  170 

,  170 
280  DATA  170,  170,  16,  170,  170,  170,  170 

,  170 
290  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
300  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
310  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
320  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
330  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
340  DATA  170,  65,  66,  67,  68,  69,  70,  71 
350  DATA  72,  73,  74,  75,  76,  77,  78,  79 
360  DATA  80,  81,  82,  83,  84,  85,  86,  87 
370  DATA  88,  89,  90,  170,  170,  170,  170, 

I  space} 170 
380  DATA  165,  2,  201,  127,  144,  13,  169, 

{space} 240 


64K  im  VIC  20 

fl-RflM 


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STANDARD  FEATURES 

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•  TWO  EXPANSION  SLOTS 

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•  RESET  SWITCH 

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OF  64K  EXPANSION  MODULES 

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including  operation  and  installation  instructions 
and  a  memory  test  program. 

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OF  ATARIJNC. 


512-441-3202        PO  BOX  43006     Austin,  Tx.  78745-0001 


ADVANCED'PROCESSOR-SYSTEMS 


V/SA' 


390  DATA  141,  11,  144,  169,  15,  141,  14, 

{space} 144 
400  DATA  76,  191,  234,  169,  0,  141,  14,  1 

44 
410  DATA  76,  191,  234,  170,  170,  170,  170 

,  170 
420  DATA  170,  170,  170,  133,  170,  170,  17 

0,  170 
430  DATA  20,  170,  0,  170,  170,  13,  170,  1 

70 
440  DATA  134,  135,  170,  136,  170,  170,  17 

0,  170 
450  DATA  170,  170,  170,  170,  170,  170,  17 

0,  170 
460  DATA  32,  33,  34,  35,  36,  37,  38,  39 
470  DATA  40,  41,  42,  43,  44,  45,  46,  47 
480  DATA  48,  49,  50,  51,  52,  53,  54,  55 
490  DATA  56,  57,  58,  59,  60,  61,  62,  63 
500  DATA  64,  193,  194,  195,  196,  197,  198 

,  199 
510  DATA  200,  201,  202,  203,  204,  205,  20 

6,  207 
520  DATA  208,  209,  210,  211,  212,  213,  21 

4,  215 
530  DATA  216,  217,  218,  91,  92,  93,  94,  95 
540  DATA  32,  65,  66,  67,  68,  69,  70,  71 
550  DATA  72,  73,  74,  75,  76,  77,  78,  79 
560  DATA  80,  81,  82,  83,  84,  85,  86,  87 
570  DATA  88,  89,  90,  59,  60,  51,  62,  20 
580  DATA  162,  2,  32,  198,  255,  32,  228,  2 

55 
590  DATA  170,  240,  36,  166,  144,  208,  32, 

41 
600  DATA  127,  170,  189,  0,  25,  201,  13,  2 

08 
610  DATA  3,  32,  218,  25,  32,  210,  255,  160 
620  DATA  0,  132,  212,  145,  1,  230,  1,  208 
630  DATA  2,  230,  2,  234,  24,  144,  209,  32 
640  DATA  204,  255,  169,  164,  32,  210,  255 

,  169 
650  DATA  157,  32,  210,  255,  162,  2,  32,  2 

01 
660  DATA  255,  32,  228,  255,  240,  7,  170, 

{space] 189 
670  DATA  0,  24,  32,  210,  255,  32,  204,  255 
680  DATA  165,  197,  201,  6,  240,  3,  24,  144 
690  DATA  167,  96,  168,  169,  32,  32,  210, 

{SPACE}255 
700  DATA  152,  96,  66,  67,  68,  69,  70,  71 
710  DATA  72,  73,  74,  75,  76,  77,  78,  79 
720  DATA  80,  81,  82,  83,  84,  85,  86,  87 
730  DATA  88,  89,  90,  59,  60,  61,  62,  20 

Program  2:  Modem  Save 

1  PRINT"{CLR] {5  SPACES] MODEM  SAVE":PRlNT: 
FORI=1TO3000 : NEXT 

2  POKE63  71,PEEK(56)-l:POKE788,224:POKE789 
,24:POKE36869, 194 

3  POKE644,24:POKE52,24:POKE56,24 

4  POKE45 , 72 : POKE46 , 20 : POKE47 , 72 : P0KE48 , 20 
: P0KE49 , 72 : POKE50  ,  20 

5  OPEN2,2,3,CHR${6) 
20  POKE1,0:POKE2,26 
30  PRINT"  {CLR}" 

40  SYS6528 

125  POKE0,PEEK(2) :POKE2,26 

130  PRINT"{CLr] ":PR1NT"1.  SAVE  TO  TAPE":P 

RINT"2.  PRINTER" :PRINT"3.  TAPE  &  PRIN 

TER" 
140  PRINT: PRINT "MAKE  A  SELECTION" 


150  GETS$:IFVAL(S$) <10RVAL( S$ ) >3THEN150 
160  ONVAL ( S$)GOSUB220, 170,1 70 :IFA$="Y "THE 

N20 
165  END 
1 70  0PEN4 , 4 : FORK=8192TOPEEK { 0 ) *256+PEEK ( 1 

) :PRINT#4,CHR$(PEEK(K)AND127) ; :NEXT 
190  IFS$="3"THEN210 
200  RETURN 
220  POKE45,PEEK(l) : POKE46 , PEEK(0 ) : SAVE "MO 

DEM  DATA":POKE45,49:POKE46,20 
225  PRINT"STILL  LOGGED  0N?(Y/N)" 
230  GETA$:IFA$=""THEN230 
240  RETURN 

Program  3: 

Text  Search  For  Display  Or  Printout 

5  PRINT"{CLR}":P0KE56,26 

10  PRINT"THE  TEXT  RESIDES  IN" : PRINT "MEMOR 

Y  STARTING  AT" : PRINT "LOCATION  6656": PR 

INT 
20  PRINT "PUSH  {RVS} SPACE {off]  TO  START" :P 

RINT"AND  STOP  TEXT  SEARCH" : PRINT 

24  PRINT 

25  PRINT"PUSH  £rVS}s{OFF]  AND  [RVS]e{0FF] 

TO" : PRINT "MARK  START  AND  END":PRINT"0 
F  TEXT  FOR  DISPLAY" : PRINT 
28  PRINT" { RVS }D [off]  DISPLAYS  SELECTED" :P 

RI NT "TEXT" 
30  J=6656:SA=J 
35  GETA?:IFA$<>"  "THEN3  5 

40  PRINTCHR$(PEEK(J)AND127) ; ;POKE212,0 
50  GETA$:IFA$<>"  "THENJ=J+1 :GOTO40 
60  GETA$:IFA$=""THEN60 
110  IFA$= " S "THENSA=J : PRINT : PRINT : PRINT " ST 

ART  ADDRESS=";SA; "OK? " : GOSUB200 
1 20  IFA$= " E "THENEA=J : PRINT ; PRINT : PRINT "EN 

D  ADDRESS=";EA,- "OK?"  :GOSUB250 
130  IFA$="  "THENJ=J+1:GOTO40 
140  IFA?<>"D"THEN60 
150  PRINT:PRINT:PRINTSPC(4) "SELECTED  TEXT 

" :F0RI=SAT0EA:PRINTCHR$(PEEK(I)AND127 

) ; : NEXT 
160  PRINT: PRINT: PRINT "HARD  C0Py?(Y/N)" 
170  GETA$:1FA5=""THEN170 
175  IFA?<>"Y"THENEND 
180  0PEN4 , 4 : FORI =SAT0EA : PRINT#4 , CHR? ( PEEK 

(I)AND127) ; ;NEXT 
190  PRlNT#4:CLOSE4:END 
200  GETB$:IFB?=""THEN200 
210  IFB$<>"Y"THENINPUT"START  ADDR, " ; SA:PR 

INT" {RVS] SPACE {off}  TO  CONTINUE" : RETU 

RN 
220  PRINT "{RVS] SPACE {off}  TO  CONTINUE": RE 

TURN 
250  GETB$:IFB$=""THEN250 
260  IFB?<>"Y"THENINPUT"END  ADDR. "; EA: PRIN 

T"PRESS  {RVS]d{OFF}  TO  DISPLAY" ;RETUR 

N 
280  PRINT"PRESS  {RVS]d{OFF]  TO  DISPLAY" :R 

ETURN 

Program  4:  basic  Download 

60000  PRINT "START  ADDRESS  OF" : INPUT "PROGR 

AM", -I 
60005  PRINT" { CLR} {2  DOWN}" 
60010  PRINTCHR${PEEK(I)AND127); :IFPEEK(l) 

=13THEN60030 
60020  1=1+1 :GOTO60010 
60030  PRINT"l="I+2" :GOTO60005{HOME) " : POKE 

198,2:POKE631,13:POKE632, 13        © 


220    COMPUTCl    November  1983 


THE  VIC  LIBRARY 
FROM  COMPUTE  I 

For  over  two  years,  computei  Magazine  has  been  publishing  articles  and  ready- to-lype-in  programs  for  VIC-20  owners.  Many  VIC  pro- 
gramming techniques  first  appeared  in  the  pages  of  computei. 

coMPuTEi's  editors  have  gathered  the  best  articles  (revising  and  rewriting  some]  and  added  previously  unpublished  material.  The  result 
is  a  series  of  books  for  VIC-20  owners.  Each  contains  articfes  and  programs  which  educate,  explain,  and  entertain. 

Whether  you 're  brand-new  to  computing  or  a  seasoned  programmer,  you'll  find  fun  and  useful  information,  written  in  computei's 
easy-to-understand  style,  in  all  of  these  boo!<s.  And  if  you  know  other  VfC  owners,  compute)  books  make  wonderful  Christmas  gifts. 


COMPUTE  !'s  First  Book  of  VIC    S 1 2.95 

COMPUTERS  First  Book  of  VIC  has  been  a  number  one  best 
seller  on  the  computer  book  lists.  It  has  been  called  "useful  for 
both  novice  and  experienced  VIC  users." 

If  you  like  computer  games,  you  will  enjoy  "STARFIGf-iT3," 
"ZAPI!,"  "Meteor  Maze,  "and  the  other  games  included.  Chap- 
ters on  joysticks  and  paddles  explain  how  to  use  them  in 
programs  you  write. 

First  Book  of  VIC  shows  you  a  simple  way  to  alphabetize 
lists.  And  there  are  advanced  programming  techniques  for 
saving  memory  space. 

The  custom  character  program  allows  you  to  design  your 
own  alphabet  (if  you  want  your  VIC  to  print  Hebrew,  Greek,  or 
other  special  characters).  Custom  characters  can  be  developed 
into  spaceships,  flowers,  and  other  unique  shapes, 

You  will  discover  how  to  automatically  renumber  BASIC 
programs,  combine  two  programs,  start  and  stop  the  screen 
when  it  is  LISTing,  and  dump  the  screen  to  a  printer. 

If  you  write  programs,  you  will  appreciate  the  discussion 
of  VIC  memory  and  how  to  create  special  effects  with  graphics 
and  sound.  The  machine  language  monitor.  TINYMON,  is  a 
valuable  aid  to  machine  language  programmers. 

COMPUTEFs  First  Book  of  VIC  was  one  of  the  first  books 
published  for  VIC  owners  and  it  is  still  one  of  the  best.  VIC 
owners  of  all  ages  and  abilities  will  find  it  an  excellent 
resource. 


COMPUTE.'s  First  Boole  of  VIC  Games  ST  2.95 

Would  you  like  a  lot  of  games  at  a  very  (ow  price?  COMPUTEFs 
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Each  game  has  been  tested  and  debugged,  and  is  ready  to 
type  into  your  VIC-20. 

You  get  fast-action,  commercial  quality,  arcade-scyle 
games  that  require  quick  reflexes  in  addition  to  strategy  games 
which  test  your  logical  skills. 

In  "Time  Bomb"  you  hear  the  ticking  of  a  bomb  about  to 
blow  up.  You  have  to  find  and  defuse  it  by  making  your  way 
through  the  maze  that  extends  beyond  the  borders  of  the 
screen. 

"Closeout"  takes  you  to  a  department  store.  You  try  to 
snatch  as  many  sale  items  as  possible,  while  avoiding  the 
horde  of  nasty  bargain  hunters. 

"Cryptic  Numbers"  combines  logic  and  luck.  Thinking 
logically,  you  have  to  decode  the  pattern  picked  by  the  VIC. 
After  each  turn  you  learn  how  close  you  were. 

"Deflector"  requires  quick  reactions  and  a  sense  of  strategy. 
You  control  the  bouncing  ball  by  placing  deflectors  that  direct 
it  to  the  targets. 

You  are  captain  of  a  small  space  fortress  in  "Outpost." 
You  have  lasers  and  torpedos,  but  your  energy  is  running  low 
and  the  computer  is  on  the  blink.  Will  the  supply  ship  arrive  in 
time  to  save  you? 

First  Book  of  VIC  Games  is  more  than  just  a  book  full  of 
program  listings.  Each  game  is  annotated.  You  can  change  the 
games  if  you  like,  or  use  the  many  programming  techniques  in 
games  you  write.  And  you  can  use  the  maze-drawing  program 
in  your  own  games. 

Introductory  chapters  explain  how  to  develop  ideas  for 
game  programs,  with  hints  and  tips  about  the  VIC'S  sound, 
color,  and  graphics  capabilities. 

No  serious  game  player  should  be  without  COfVIPUTE/'s 
First  Book  of  VIC  Games. 


COMPUTEI'S  Second  Book  of  VIC   $1 2.95 

Your  VIC  library  is  not  complete  without  COtVlPUTEI's  Second 
Book  of  VIC. 

Some  of  the  outstanding  programs  include:  a  datassette 
filing  system  that  lets  you  use  your  VIC  as  a  filing  cabinet;  a 
rnini  word  processor;  a  loan  analyzer  that  figures  out  interest, 
monthly  payments,  and  loan  values;  a  machine  language 
assembler  (and  a  very  fast  machine  language  game);  a  program 
for  printing  poster-sized  banners;  and  much  more. 

Second  Book  of  VIC  features  a  detailed  memory  map 
(including  Kernal  routines]  that  not  only  names  the  memory 
locations,  but  also  gives  you  ideas  for  using  them  in  your 
programs. 

Chapters  ori  graphics  and  sound  include  a  character 
editor  that  redefines  character  shapes,  a  sound  effects  program 
that  does  not  slow  down  BASIC  prograrrrs,  and  a  utility  for 
programming  the  eight  function  keys. 

And,  of  course,  there  are  ready-to-type-in  games:  "UXB," 
"A  Day  At  The  Races,"  and  others.  If  you  write  your  own  games, 
you  will  benefit  from  the  techniques  and  examples  throughout 
the  book. 

People  who  are  curious  about  the  many  things  you  can 
do  with  a  VIC  need  COlVlPUTEI's  Second  Book  of  ViC  The 
variety  of  programs  will  be  a  welcome  source  of  new  software. 
Why  not  order  your  copy  today? 


NEW  RELEASES 

(Coming  Soon  from  COMPUTEi  Books] 

Creating  Arcade  Games  on  the  VIC 
VIC  Games  for  Kids 
Tilings  to  Do  in  4K  or  Less 

HOW  TO  ORDER 

computei  Books  are  available  at  bookstores,  newsstands,  and 
computer  stores  nationwide.  If  your  local  store  has  run  out  of 
COMPUTEI  Books  or  does  not  carry  them,  you  can  order  them 
directly; 

-  By  Mail 

Send  a  check  or  money  order  in  U.S.  funds  (no  cash  please)  to: 

Order  Department 

COMPUTEI  Books 

P.O.  Box  5406 

Greensboro,  NC  27403 
Please  include  52  shipping/handling  for  each  book  you  order. 
All  orders  must  be  prepaid  (C-O.D.  orders  are  not  accepted). 
Allow  4-6  weeks  for  delivery. 

-  By  Phone 

If  you  have  VISA,  MasterCard,  or  American  Express,  call  our 
toll-free  number  800-334-0868  (919-275-9809  in  NC)  between 
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handling),  Allow  4-6  weeks  for  delivery. 


COMPUTE!  Publicationsjnc. 

A  SuDUCSiOfV  Ot  Arir»erhcan  Bioodco5ting  Conr^pores  inc 
©  1983.  Commodore  and  VlC- 20  are  trademarks  of  CommodOiTe  EJectronicS 


Termulator  For  The  64 


Gordon  C.  Lyman 


"Termulator"  is  a  speedy,  machine  language  prograiji 
which  cmiiiaics  a  tcnninal  program.  It  thus  gives  you 
an  alternative  if  you  find  BASIC  terminal  programs  too 
slow  or  if  you  cannot  find  suitable  programs  available 
commercially.  You  don't  need  to  know  machine  language 
to  type  in  and  use  this  program.  Termulator  is  limited 
to  full  duplex  operation. 


After  buying  a  Commodore  64  computer  and  a 
VICmodem,  I  soon  discovered  that  tine  terminal 
program  supplied  with  the  VICmodem  would  not 
run  on  the  64.  I  tried  using  a  terminal  program 
written  in  BASIC,  but  found  it  too  slow  for  my 
purposes.  Also,  I  could  not  find  a  terminal  pro- 
gram offered  for  sale  for  the  64,  so  I  wrote  "Term- 
ulator" {termina]  emulator),  a  machine  language 
program  which  is  quite  simple  in  operation. 

Basically,  the  program  gets  a  character  from 
the  keyboard,  sends  the  character  via  modem, 
receives  a  character  from  the  modem,  and  finally 
displays  it  on  screen.  This  simple  logic  limits  the 
program's  ability  to  full  duplex  operation;  how- 
ever, I  have  never  required  anything  but  full  du- 
plex operation.  The  program  utilizes  RAM  in  the 
range  $0900-$8500  as  a  receive  buffer,  storing  the 
text  displayed  on  the  screen  into  memory.  Term- 
ulator consists  of  three  basic  sections:  initializa- 
tion, main  loop,  and  cursor  subroutine.  Let's  look 
at  each  one  in  some  detail. 

IniMalization  ($C000-$C048) 

Termulator  uses  the  Kernal  routine  "CLALL" 
($FFE7)  to  close  all  files,  just  in  case  any  have  been 
left  open.  Next,  the  value  SOO  is  stored  in  the  RS- 
232  command  register  ($0294)  and  the  value  $06  is 
stored  in  the  RS-232  control  register  ($293). 

The  next  instructions  set  up  a  filename  for 
the  modem  file.  The  location  of  the  filename  is 
loaded  into  the  X  and  Y  registers,  and  the  length 
of  the  name  is  loaded  into  the  acaumulator.  Now 
the  important  part:  the  first  two  bytes  of  the 
modem  filename  must  be  the  RS-232  control  and 
command  registers.  Then,  by  using  the  Kernal 
routine  "SETNAM"  ($FFBD),  the  RS-232  interface 

222     COMPUTE!     November1963 


is  instructed  to  operate  according  to  the  RS-232 
control  and  command  registers.  In  this  case,  the 
RS-232  interface  will  operate  at  300  baud,  with  no 
parity  checking,  one  stop  bit,  and  an  eight-bit 
word  length.  In  order  to  change  these,  you  must 
change  the  values  that  are  loaded  into  these  regis- 
ters. For  further  explanation,  see  the  Commodore 
64  Programmer's  Reference  Guide. 

A  pointer  in  the  zero  page  of  memory  is  in- 
itialized to  the  start  of  the  receive  buffer.  This 
buffer  starts  at  $0900  in  order  to  leave  a  cushion 
between  the  start  of  BASIC  at  $0800  and  the  buffer 
area.  The  pointer  will  be  used  by  the  main  routine 
to  store  the  text  received  into  this  buffer  for  future 
manipulations.  The  limit  of  memory  pointer  is 
reset  in  order  to  protect  the  file  buffers  which  will 
be  allocated  when  opening  a  file  for  the  modem. 
The  limit  of  memory  pointer  is  also  set  low  enough 
to  protect  a  monitor  or  other  program  stored  with- 
in the  top  6656  bytes  of  RAM. 

The  program  next  sets  up  the  logical  first  and 
secondary  addresses  and  opens  the  modem  file. 
This  automatically  allocates  512  bytes  at  the  top  of 
free  RAM  for  input  and  output  buffers.  The  ac- 
cumulator is  loaded  with  the  file  number,  the  X 
register  is  loaded  with  the  device  number,  and 
the  Y  register  is  loaded  with  the  secondary  ad- 
dress, which  would  be  a  command  to  the  modem. 
The  value  SFF  loaded  into  the  Y  register  means  no 
command  to  the  device.  Then  the  "SETLFS" 
($FFBA)  and  "OPEN"  ($FFCO)  Kernal  routines 
are  called. 

The  ASCII  data  from  $C0F4  is  displayed  until 
a  zero  value  is  found.  This  includes  the  character 
codes  to  change  to  upper/lowercase  and  display 
white  characters,  as  well  as  a  title  message. 

The  Main  Loop  ($C04A-$C0BF) 

The  Kernal  routine  "STOP"  ($FFE1)  is  called, 
which  will  return  a  $00  in  the  accumulator  if  the 
stop  key  is  pressed.  If  the  stop  key  is  pressed,  all 
files  are  closed  and  the  program  stops;  otherwise, 
the  program  branches  to  set  the  input  device  to 
device  number  0  (the  keyboard). 


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The  Kerna!  routine  "GETIN"  ($FFE4)  is  used 
to  return  one  byte  from  the  keyboard  buffer  as  an 
ASCII  value  in  the  accumulator.  If  the  keyboard 
buffer  was  empty,  a  $00  is  returned  and  the  pro- 
gram will  branch  to  the  modem  input  routine. 
Otherwise,  the  ASCII  value  from  the  keyboard  is 
stored  in  a  zero  page  location  ($6A)  for  later  pro- 
cessing. The  ASCII  value  from  the  keyboard  is 
translated  into  standard  ASCII  by  selecting  the 
corresponding  value  from  a  list,  256  bytes  long, 
starting  at  $C226.  This  is  required  because  Com- 
modore ASCII  is  not  the  same  as  standard  ASCII. 
Also  in  this  list  of  data  are  the  ASCII  values  for 
the  Control  A  through  Control  Z.  When  you  wish 
to  send  a  control  character  while  using  the  pro- 
gram, type  the  appropriate  letter  kev  while  holding 
down  the  Commodore  key.  Another  list,  starting 
at  $C126,  contains  the  Commodore  ASCII  for  the 
reverse  translation.  The  Kemal  routine  "CHROUT" 
($FFD2)  is  used  to  send  the  byte,  now  in  the  ac- 
cumulator, over  the  modem. 

The  Kernal  routines  "CHKIN"  ($FFC6)  and 
"CHRIN"  ($FFE4)  are  used  to  input  a  byte  from 
the  modem.  Then  this  byte,  which  is  standard 
ASCII,  is  translated  to  Commodore  ASCII  and 
stored  in  zero  page  (at  $6A). 

If  the  value  returned  from  the  modem  was 
null  ($00),  the  program  will  branch  back  to  the 
beginning  of  the  main  routine. 

To  erase  the  cursor  before  outputting  to  the 
screen,  a  space  and  cursor-left  are  displayed.  Then 
the  byte  that  was  received  from  the  modem  is 
printed  on  the  screen. 

A  check  is  made  to  see  if  the  character  re- 
ceived, now  in  the  accumulator,  is  a  delete.  If  it 
is,  the  receive  buffer  pointer  is  decremented  and 
the  program  returns  to  the  start  of  the  main  loop; 
if  not,  the  receive  buffer  pointer  is  incremented.  If 
the  pointer  has  reached  the  limit  of  memory 
pointer,  it  is  reset  to  $0900.  The  character  is  stored 
in  the  receive  buffer,  and  the  program  returns  to 
the  start  of  the  main  loop. 

The  Cursor  Subroutine  ($C0C0-$C0F3) 

The  least  significant  byte  of  the  Commodore  64's 
jiffy  clock  is  used  as  a  timer  for  the  cursor.  This 
byte  is  compared  to  the  value  $15,  which  is  the 
length  of  time  the  cursor  takes  to  flash  on  or  off. 
By  changing  this  value  in  location  $C0C3,  you  can 
change  the  speed  at  which  the  cursor  flashes.  If 
the  timer  has  not  expired,  then  the  RTS  instruction 
at  $C0C6  will  return  to  the  main  routine. 

If  the  timer  has  expired,  it  is  reset  and  a  flag 
stored  at  S6B  is  checked.  This  flag  will  be  either 
SOO  or  $FF.  If  the  flag  is  set  to  $FF,  it  will  be  cleared 
to  $00  and  a  space  which  turns  the  cursor  off  will 
be  displayed. 

H  the  flag  was  clear,  then  the  program 
branches  to  set  the  flag  to  $FF  and  displays  a  re- 

224    COMPini!     November  1983 


versed  space  which  turns  the  cursor  on.  After  the 
cursor  is  turned  either  on  or  off,  a  cursor-left  is 
displayed.  This  is  done  so  that  the  next  thing  dis- 
played will  be  in  the  right  position.  The  program 
then  returns  to  the  main  routine. 

How  To  Use  Termulator 

Type  in  and  RUN  Program  1,  which  is  a  BASIC 
program  that  will  load  the  machine  language  for 
Termulator  into  RAM.  If  any  errors  are  detected, 
it  will  display  the  message  ERROR  IN  BLOCK  # 
X.  You  will  need  to  check  from  $C300  to  $C337  by 
hand.  If  no  errors  are  found,  the  program  is  ready 
to  run.  Just  type  SYS  49152. 

Once  you've  got  a  working  version  of  Term- 
ulator, you  can  eliminate  the  trouble  of  having  to 
run  the  BASIC  loader  program  again  by  making 
a  copy  of  the  machine  language  on  tape  or  disk. 
To  do  this,  you'll  need  either  a  monitor  program 
or  a  program  hke  "Machine  Language  Saver" 
(COMPUTE!,  June  1983).  SAVE  the  contents  of 
memory  from  49152-49976  ($C000-$C338),  When 
you  reload  the  machine  language,  you  start  the 
program  just  as  before,  by  typing  SYS  49152. 

Alternatively,  you  could  use  Program  2.  This 
POKEs  in  a  short  routine  which  creates  a  tape 
copy  of  the  Termulator  machine  language.  Type 
in  and  RUN  Program  2,  insert  a  blank  tape  in  the 
datassette,  and  type  SYS  52736.  You  should  see 
on  your  screen  the  prompt  PRESS  PLAY  &  RE- 
CORD ON  TAPE,  at  which  point  you  are  ready  to 
make  the  copy.  You  can  reload  Termulator  from 
this  tape  by  typing  LOAD  "  ",1,1. 

Program  1:  Termulator-  basic  Loader 

100  FOR  M=49152  TO  49975 

110  READ  D:POKE  M,D:NEXT 

120  FOR   h=0    TO  II 

130  LN=L*70+49152 

140  FOR  C=0  TO  69 

150  IF  Lt3+C>49975  THEN  180 

160  T=T+PEEK(LN+C) 

170  NEXT  C 

180  READ  CS 

190  IF  CS<>T  THEN  PRINT"ERROR  IN  LINES" ;L 

N;"  -";LN+63:STOP 
200  T=0:NEXT  L 
210  PRINT" (3  down) TERMULATOR  LOADED  SUCCE 

ssfully{2  down!" 
220  print"type  sys  49152  to  start" 

230  END 

49152  DATA  32,231,255,169,0,141,148 
49159  DATA  2,169,6,141,147,2,169 
49166  DATA  0,133,97,133,99,169,9 
49173  DATA  133,98,169,133,133,56,169 
49180  DATA  2,162,147,160,2,32,189 
49187  DATA  255,169,128,162,2,160,255 
49194  DATA  32,186,255,32,192,255,169 
49201  DATA  240,141,32,208,169,240,141 
49208  DATA  33,208,162,0,189,244,192 
49215  DATA  240,9,32,210,255,232,76 
49222  DATA  60,192,234,234,32,225,255 
49229  DATA  208,4,32,231,255,0,162 
49236  DATA  0,134,153,32,228,255,240 


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49243  DATA 

492  50  DATA 
49257  DATA 
49264  DATA 
49271  DATA 
49278  DATA 
49285  DATA 
49292  DATA 
49299  DATA 
49306  DATA 
49313  DATA 
49320  DATA 
49327  DATA 
49334  DATA 
49341  DATA 
49348  DATA 

493  55  DATA 
4936  2  DATA 
49369  DATA 
49376  DATA 
49383  DATA 
49390  DATA 
49397  DATA 
49404  DATA 
49411  DATA 
49418  DATA 
49425  DATA 
49432  DATA 
49439  DATA 
49446  DATA 
4945  3  DATA 
49460  DATA 
49467  DATA 
49474  DATA 
49481  DATA 
49488  DATA 
49495  DATA 
49502  DATA 
49509  DATA 
49516  DATA 
49523  DATA 
49530  DATA 
49  5  37  DATA 
49544  DATA 
495  51  DATA 
49558  DATA 
49565  DATA 
49572  DATA 
49579  DATA 
49586  DATA 
49593  DATA 
49600  DATA 
49607  DATA 
49614  DATA 
49621  DATA 
49628  DATA 
49635  DATA 
49642  DATA 
49649  DATA 
49656  DATA 
49663  DATA 
49670  DATA 
4967  7  DATA 
49684  DATA 
49691  DATA 
49698  DATA 
49705  DATA 
49712  DATA 
49719  DATA 
49726  DATA 
4973  3  DATA 

226  COMPUTE! 


22,13  3,106,201,133,208,3 
32,55,195,162,128,32,201 
2  5  5,166,106,189,55,194,32 
210,25  5,162,128,32,198,2  55 
32,228,25  5,170,189,55,193 
133,106,162,3,134,154,32 
192,192,165,106,240,191,169 
32,32,210,255,169,20,32 
210,2  55,165,106,32,210,255 
201,20,208,11,164,99,208 
2,198,98,198,99,76,74 
192,2  30,99,208,12,230,98 
164,98,196,56,208,4,160 
9,132,98,164,99,145,97 
7  6,74, 192,165,162,201,21 
16,1,96,160,0,132,162 
164,107,240,12,160,0,132 
107,169,3  2,3  2,210,255,24 
144,19,160,2  5  5,13  2,107,169 
18,32,210,255,169,32,32 
210,255,169,146,32,210,255 
169,157,3  2,210,25  5,96,5 
14,147,17,17,17,17,17 
17,32,32,32,32,32,32 
32,212,197,210,205,45,213 
45,204,19  3,212,207,210,32 
32,157,157,13,13,32,32 
32,32,32,32,32,32,32 
32,66,89,32,199,46,32 
204,89,77,65,78,13,13 
13,0,234,0,0,0,0 
0,0,0,0,0,0,137 
0,0,0,0,20,0,0 
0,0,13,0,0,146,134 
0,138,0,0,0,0,0 
0,0,0,0,0,0,0 
32,33,39,35,36,37,38 
39,40,41,42,43,44,45 
46,47,48,49,50,51,52 
53,54,55,56,57,58,59 
60,61,62,63,64,193,194 
195,196,197,198,199,200,201 
202,203,204,205,206,207,208 
209,210,211,212,213,214,215 
216,217,218,91,92,93,94 
95,0,65,66,67,68,69 
70,71,72,73,74,75,76 
77,78,79,80,81,82,83 
84,85,86,87,88,89,90 
0,0,0,0,0,0,0 
0,137,0,0,0,0,20 
0,0,0,0,13,0,0 
146,134,0,138,0,0,0 
0,0,0,0,0,0,0 
0,0,32,33,34,35,36 
37,38,39,40,41,42,43 
44,45,46,47,48,49,50 
51,52,53,54,55,56,57 
58,59,60,61,62,63,64 
193,194,195,196,197,198,199 
200 , 201 , 202 , 20  3 , 204 , 205 , 206 
207,208,209,210,211,212,213 
214,215,216,217,218,91,92 
93,94,95,0,65,66,67 
68,69,70,71,72,73,74 
75,76,77,78,79,80)81 
82,83,84,85,86,87,88 
89,90,0,0,0,0,0 
0,0,0,0,0,0,0 
0,0,0,0,0,0,13 
0,0,0,0,0,0,8 
November  1983 


49740 
49747 
49754 
49761 
49768 
49775 
49782 
49789 
49796 
49803 
49810 
49817 
49824 
49831 
49838 
49845 
49852 
49859 
49866 
49873 
498,80 
498'87 
49894 
49901 
49908 
49915 
49922 
49929 
49936 
49943 
49950 
49957 
49964 
49971 
50000 
50010 


DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 


0,0,0,0,0,0,0 

0,0,0,0, 32, 33,34 

35,36,37,38,39,40,41 

42,43,44,45,46,47,48 

49,50,51,52,53,54,55 

56,57,58,59,60,61,62 

63,64,97,98,99,100,101 

102,103,104,105,106,107,108 


109 
116 


91,92 


110 
117 


17,19 


93,94,95,0,0 


111,112,113,114,115 
118,119,120,121,122 


11,9,20 

0,0,14,17 

16,1,5,18 


0,0 

0,0 

0,0 

0,0 

0,0 

3,19,0 

0,16 

0,0 

0,0 

7,0,13 

4,26,19 

23,8,10 


12,25,21,15,0,6,3 
24,22,2,0,65,66,67 
68,69,70,71,72,73,74 
75,76,77,78,79,80,81 
82,83,84,85,86,87,88 
0,0,0,0 

0,0 

0,0 

0,0 

0,0 

9  342,10115,8611,787  2,2344,7993 
2  5  36,8449,16  5  7,3439,1123,1416 


0 

0 

0 

0 

0, 

0 

0 

0 

0 

0, 

0 

0 

0 

0 

0, 

0 

0 

0 

0 

0, 

0 

0 

0 

0 

96 

Program  2:  Termulator -Tape  Copy 

100  FOR  M=52736  TO  52760 

110  READ  DjPOKE  M, D : CK=CK+D :NEXT 

120  IF  CK0  3515  THEN  PRINT  "ERROR  IN  DATA 

{ SPACE ) STATEMENTS " : STOP 
130  PRINT" (2  down} INSERT  TAPE  AND  TYPE" 
140  PRINT" {down} {5  RIGHT}SYS  52736" 
150  END 

160  DATA  162,  1,  32,  186,  255,  169,  0 
170  DATA  133,  106,  32,  219,  255,  169,  192 
180  DATA  133,  107,  169,  106,  162,  69,  160 
190  DATA  195,  32,  216,  255  Q, 


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Using  CodePro-64 
_CBM-64  Keyboard  Review 

Tntroduction  to  BASIC 
BASIC  Commands 
BASIC  Statements 
BASIC  Functions 


I  Graphics  &  Music 


6  -  Keyboard  GRAPHICS 
'    7  -  Introduction  to  SPRITES 
[    8  —  SPRITE  Generator 
9  —  SPRITE  Demonstrator 
A  —  Introduction  to  MUSIC 
B  —  MUSIC  Generator 
C  —  MUSIC  Demonstrator 

r«!im»niffTi 

K  —  Keyword  Inquiry 

R  —  Run  Sample  Programs 


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ANNOUNCING 


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Imagine  actually  seeing  BASIC  statements  execute 
CooePro-6'1  guides  you  itirough  structured  examples  o1 
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SPRITE  GENERATOR  &  DEMONSTRATOR 

CodePro-64  5  sprite  generator  lets  you  define  your 
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To  teach  you  music  programming  CodePro-64  gives 
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First  we  help  you  set  all  your  SID  parameters  (attack/ 
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CodePro-64  otters  You  need  to  see  for  yourself  BASIC 
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Ad  no  733.  Copyright  1983.  SMA 
Dealer  Inquiries  InvHed. 


PROGRAMMING  THE  Tl 


C  Regena 


Answers  To 
Common  Questions 


I  have  appreciated  your  comments  and  feedback. 
Your  letters  help  me  in  several  ways  to  write  a 
better  column.  I  thought  this  month  I  would  try 
to  answer  some  general  questions  that  1  frequently 
see.  Most  of  the  questions  concern  peripherals  or 
debugging,  so  I'll  discuss  these  two  main  topics 
this  month. 

Do  You  Really  Need  Peripherals? 

Peripherals  are  anything  extra  that  you  add  on  to 
your  computer.  To  use  your  TI-99/4A,  all  you 
really  need  is  the  computer  itself,  a  television  or 
monitor  so  you  can  see  what  you're  doing,  the 
cord  to  connect  the  television  and  the  computer, 
and  the  power  cord  (these  cords  are  included 
with  the  computer).  If  you  are  writing  your  own 
programs,  purchasing  programs  on  cassette,  or 
typing  programs  from  magazines,  you  will  need  a 
cassette  recorder  and  a  cassette  cable.  You  can 
use  just  about  any  kind  of  cassette  recorder,  but 
the  TI  Program  Recorder  is  more  reliable.  The  TI- 
99/4A  console  seems  quite  sensitive  to  the  setting 
of  the  volume  control.  Your  recorder  does  need  to 
have  a  volume  control  and  a  tone  control.  Your 
User's  Reference  Guide  tells  how  to  use  the  cassette 
recorder. 

To  save  a  program  you've  written  or  typed 
in,  use  the  command  SAVE  CSl  then  press  ENTER 
and  follow  the  cassette  instructions.  To  load  a 
purchased  program  or  a  previously  saved  pro- 
gram, use  OLD  CSl  and  follow  the  instructions. 
After  you  have  pressed  STOP  on  the  cassette  and 
ENTER  on  the  keyboard,  wait  for  the  cursor  to 
retufn  (it  may  take  a  few  seconds  on  longer  pro- 
grams), then  type  RUN  to  start  the  program. 

By  the  way,  as  you  are  typing  in  a  program, 
it's  a  good  idea  to  SAVE  your  program  every  20 
minutes  or  so.  It's  a  disaster  to  have  a  program  all 
typed  in  after  hours  of  effort,  then  have  a  sudden 
power  failure  that  wipes  out  your  program.  I  al- 

228    COMPUTE!    November  1983 


ways  use  two  cassettes  and  alternate  them  during 
the  SAVE  procedure  just  in  case  the  power  fails 
while  I'm  saving  the  program. 

Most  of  my  writing  is  for  unexpanded  com- 
puters with  no  peripherals  other  than  the  cassette. 
TI  computers  are  very  powerful  machines  just  as 
they  are,  and  I  like  to  show  readers  how  much 
they  can  do  without  investing  any  more  money. 
The  TI  has  many  nice  features  and  a  very  powerful 
built-in  BASIC.  The  average  household  or  educa- 
tional user  will  not  need  any  peripherals  to  enjoy 
and  use  the  TI. 

What  Do  You  Buy  First? 

Many  computer  users  soon  want  to  do  even  more 
with  their  computers  and  begin  to  add  peripherals. 
Many  readers  ask  what  peripherals  to  buy,  and  I 
can't  really  answer  that  because  it  depends  on 
what  yoH  want  to  do  with  the  computer.  I  added  a 
printer  first  because  1  needed  (wanted)  listings  of 
the  programs  I  was  writing.  Other  people  can't 
live  without  a  disk  drive,  so  that's  their  first  pur- 
chase. 

There  are  many,  many  brands  of  printers 
available.  To  use  a  printer  with  the  TI  you  need 
the  RS-232  Interface;  just  make  sure  your  printer 
is  RS-232  compatible.  My  first  printer  was  an  old 
teletype.  If  you  need  to  make  a  cable  to  connect 
the  printer  to  the  RS-232,  the  RS-232  manual  has 
the  pin  connections  and  all  the  configuration  in- 
formation. My  next  printer  included  the  cable  - 
so  work  with  your  dealer  to  make  sure  you  have 
everything  you  need. 

It  is  still  possible  to  use  just  the  RS-232  without 
the  peripheral  box  (known  as  the  "old-style" 
peripheral  system).  If  the  only  peripheral  you  will 
need  is  the  RS-232,  it  is  unnecessary  to  buy  the 
Peripheral  Expansion  Box  plus  the  RS-232  Inter- 
face Card.  In  fact,if  you  have  the  Peripheral  Box, 
you  can  use  the  old-style  RS-232  or  the  RS-232 


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November  1V83     COMPUTE!     229 


card.  If  you  have  the  old-style  RS-232,  just  plug 
the  Peripheral  Box  flex  cable  into  the  side  of  the 
RS-232. 

Using  the  Peripheral  Expansion  Box  is  the 
present  method  of  adding  on  peripherals  to  the 
TI.  Inside  the  box  are  slots  for  various  cards.  There 
is  also  room  for  one  disk  drive  to  be  inside  the 
box.  You  may  add  cards  as  they  become  available 
(or  as  you  can  afford  them  or  need  them). 

A  disk  drive  can  be  used  in  many  ways.  To 
add  a  disk  drive  you  also  need  the  Disk  Controller 
box  or  the  Disk  Controller  card  and  the  Peripheral 
Expansion  Box.  The  main  advantage  of  a  disk 
system  over  a  cassette  system  is  speed.  You  may 
SAVE  programs  on  disk  just  as  on  cassette.  A 
full-memory  program  may  take  about  3  minutes 
to  load  with  cassette  but  only  about  20  seconds 
with  the  disk  system.  The  disk  system  is  also  much 
faster  on  any  file  processing,  and  thus  practically 
a  necessity  for  business  programs.  Many  business 
programs  require  two  disk  drives.  One  disk  con- 
troller can  control  up  to  three  disk  drives.  Disk 
systems  are  possibly  undesirable  for  some  home 
use  or  for  use  in  elementary  schools  because  the 
cassette  system  is  easier  for  children  to  use,  less 
expensive,  and  not  as  fragile. 

The  32K  Memory  Expansion  is  available  either 
as  a  separate  box  or  as  a  card  to  go  in  the  Peripheral 
Expansion  Box.  One  irate  reader  wrote  that  in  my 
January  column  I  did  not  mention  that  to  add  the 
Memory  Expansion  you  also  have  to  buy  the 
Peripheral  Expansion  Box.  The  answer  is  that  the 
Memory  Expansion  is  still  available  separately  in 
a  box  that  attaches  to  the  side  of  the  computer. 
The  Peripheral  Expansion  Box  is  the  best  way  to 
go  if  you  are  adding  several  peripherals,  but  if 
you  need  only  one  unit  the  "old-style"  still  works. 
The  32K  Memory  Expansion  does  require  a  com- 
mand module  that  can  access  it.  You  cannot  use 
the  Memory  Expansion  with  the  built-in  BASIC. 
TI  Extended  BASIC  and  Logo  are  examples  of  two 
of  the  modules  that  can  use  the  Memory  Ex- 
pansion. 

Computer  Enhancements 

A  modem  allows  telecommunication  -  you  can 
connect  your  computer  through  telephone  lines 
to  another  computer  such  as  a  large  data  base  or  a 
mainframe  "host"  computer.  Your  home  com- 
puter thus  acts  as  a  terminal.  To  use  a  modem 
you'll  need  the  RS-232  Interface  and  the  Terminal 
Emulator  command  module.  The  RS-232  has  two 
porfs  so  you  can  interface  with  both  a  printer  and 
a  modem.  There  are  two  terminal  emulator  com- 
mand modules,  and  either  one  will  work.  They 
contain  the  software  necessary  to  set  up  the  com- 
munications. Terminal  Emulator  II  also  contains 
speech  capabilities,  so  it  is  a  dual-purpose  module. 
There  are  many  brands  of  modems  and  telephone 

230    COMPUTE!    Novembet1983 


couplers;  you  just  need  to  make  sure  the  one  you 
use  is  RS-232  compatible. 

The  Speech  Synthesizer  is  the  peripheral  that 
makes  the  computer  talk.  With  the  "free  speech" 
offer  (buy  six  command  modules  and  get  the 
Speech  Synthesizer  free),  every  home  with  young 
children  should  get  one.  The  speech  feature  adds 
an  extra  touch  to  educational  programs.  To  enable 
the  computer  to  talk,  you  need  a  command  module 
that  has  speech  capabilities. 

To  program  your  own  speech,  you'll  need 
Terminal  Emulator  II.  Words  are  pronounced 
phonetically,  or  you  can  use  nunibered  allo- 
phones,  so  programming  speech  takes  some  ex- 
perimentation. You  can  also  use  the  TI  Extended 
BASIC  module,  but  this  module  has  limited  speech 
-  only  a  certain  vocabulary  (and  variations  of  those 
words)  can  be  used. 

Wired  Remote  Controllers  are  available  for 
games  or  for  educational  programs.  ThcTI  version 
comes  as  a  pair  of  joysticks  for  two-player  games. 

With  a  Hex-Bus  adapter  you  can  save  a  pro- 
gram with  the  Texas  Instruments  Compact  Com- 
puter 40  (CC-40)  onto  wafertape,  then  load  it  onto 
the  TI-99/4A. 

Alternatives  To  BASIC 

Several  languages  are  available  for  the  TI-99/4A. 
TI  Extended  BASIC  is  probably  the  first  one  I 
would  get  for  someone  who  likes  to  program. 
Extended  BASIC  comes  as  a  command  module, 
and  no  extra  peripherals  are  required.  Extended 
BASIC  allows  muldstatement  lines,  actual  sub- 
programs, and  complex  IF-THEN-ELSE  logic.  If 
you  like  to  convert  programs  from  other  versions 
of  BASIC,  Extended  BASIC  makes  it  a  little  easier. 
Another  feature  of  Extended  BASIC  is  the  DIS- 
PLAY AT  command  to  print  at  a  specific  location 
on  the  screen  -  and  the  PRINT  USING  command 
allows  formatting,  which  makes  it  easier  to  print 
reports  or  line  up  numbers  in  a  column  of 
numbers. 

Another  main  feature  of  Extended  BASIC  is 
sprite  capability.  You  may  custom  design  your 
own  objects  just  like  in  TI  BASIC,  but  then  you 
can  place  the  sprite  on  the  screen,  designate  a 
color,  and  put  the  sprite  in  motion  (all  in  one  state- 
ment). For  people  who  like  to  design  games.  Ex- 
tended BASIC  is  a  must.  The  sprites  are  a  lot  of 
fun  to  work  with. 

Logo  and  Logo  II  are  command  modules 
which  are  popular  in  introducing  children  to 
programming.  The  TI  version  of  Logo  allows  all 
the  common  turtle  commands,  and  you  can  define 
your  own  characters  and  choose  colors.  The  Logo 
II  version  has  music  capabilities.  To  use  Logo  or 
Logo  II,  you  need  the  memory  expansion.  If  you 
are  a  teacher  using  Logo,  be  sure  to  get  the  Logo 
Curriculum  Guide.  It  is  a  manual  of  excellent  ideas 


for  using  Logo  in  the  classroom.  It  also  includes 
sample  programs. 

For  machine  language,  you  can  get  the  Editor/ 
Assembler  cartridge.  The  32K  Memory  Expansion, 
Disk  Drive,  and  Disk  Controller  are  required.  A 
less  expensive  way  to  try  machine  language  is  to 
use  the  Mini-Memory  module  (no  peripherals 
required). 

Another  language  available  to  TI  users  is 
Pascal.  Peripherals  required  are  the  P-Code  Card, 
32K  Memory  Expansion,  Disk  Drive,  Disk  Con- 
troller, and  Peripheral  Expansion  Box. 

I'm  sorry  I  cannot  answer  your  questions 
about  machine  language  or  Pascal.  My  pro- 
gramming so  far  has  been  in  BASIC  (for  several 
computers)  and  TI  Extended  BASIC. 

Why  Won't  The  Program  Run? 

Now  to  the  second  main  topic  -  debugging.  De- 
bugging is  a  computer  term  which  means  finding 
what's  wrong  with  a  program  that  doesn't  work 
correctly.  This  month  I'd  like  to  give  you  some 
tips  on  how  you  might  pinpoint  errors  in  a  pro- 
gram you've  typed  in  but  won't  run  correctly. 

Syntax  errors  are  the  easiest  to  find  and  cor- 
rect. If  you  RUN  the  program,  it  will  stop  at  any 
syntax  error  and  tell  you  exactly  what's  wrong 
and  in  wfiich  line.  Syntax  usually  refers  to  a  typing 
error  such  as  a  word  spelled  incorrectly,  a  comma 
in  the  wrong  place,  unmatched  parentheses  or 
quotes,  or  the  wrong  number  of  parameters  in  a 
CALL  command.  The  TI  catches  a  lot  of  typing 
errors  as  you  are  typing  in  the  lines.  Others  are 
detected  as  the  program  is  RUN.  Remember  that 
you  can  type  the  line  number  then  the  down  arrow 
(with  FCTN  on  the  TI-99/4A  and  SHIFT  on  the  Tl- 
99/4)  to  edit  a  particular  line,  then  use  the  arrow 
keys  to  move  the  cursor  to  the  error. 

Check  line  numbers  in  program  transfer  state- 
ments -  GOTO,  GOSUB,  ON-GOTO,  ON- 
GOSUB,  and  IF-THEN-ELSE  statements.  One 
digit  can  make  a  difference  in  the  proper  program 
control.  For  example,  my  coordinate  geometry 
program  in  the  February  1983  issue  had  a  typeset- 
ting error.  Line  760  should  have  been  GOSUB 
1860  instead  of  GOSUB  1850.  That  one  digit  caused 
an  error.  Several  people  wrote  in  very  complex 
solutions  to  a  problem  1  didn't  know  existed  until 
I  compared  line  numbers  and  noticed  that  one 
digit.  This  was  one  case  where  there  really  was  a 
printing  error.  Now  COMPUTE!  has  the  listings 
printed  directly  from  the  computer  to  avoid  such 
errors. 

Check  Your  DATA  Statements 

Check  to  make  sure  DATA  statements  are  typed 
correctly.  If  your  program  has  DATA  statements 
and  doesn't  run  properly,  the  most  likely  place 
for  a  typing  error  is  in  a  DATA  statement.  You 


may  want  to  review  the  description  of  DATA  state- 
ments in  your  User's  Reference  Manual  or  my  Au- 
gust 1983  column  on  DATA  and  READ  statements 
so  you  can  follow  the  logic  of  the  READ  statements 
and  corresponding  DATA  statements. 

If  you  get  a  DATA  ERROR,  you  may  not  have 
enough  data  items  to  fulfill  the  READ  require- 
ments. The  line  number  given  in  the  error  message 
is  the  READ  statement,  so  you'll  have  to  find  the 
corresponding  DATA  statement.  Check  the  DATA 
statements  for  the  proper  placement  of  commas. 
It  is  possible  there  are  commas  together  with 
nothing  between  them  -  this  indicates  a  null  string 
or  "  ",  and  every  comma  is  necessary.  Also,  make 
sure  you  do  not  have  a  comma  at  the  end  of  a 
DATA  statement. 

Another  type  of  DATA  error  is  that  the  com- 
puter is  trying  to  read  a  numeric  value  but  gets  a 
string  (letters).  Again,  check  the  commas.  Also 
make  sure  you  haven't  mistyped  the  number  zero 
and  the  letter  O. 

If  you  have  a  lot  of  DATA  statements,  your 
eyes  may  get  tired  trying  to  compare  printed  state- 
ments with  your  typed  statements.  To  try  to  pin- 
point the  trouble  spot,  LIST  the  lines  around  the 
READ  statement  referred  to  in  the  DATA  error 
message.  Remember  you  can  list  specific  lines, 
such  as  LIST  640-660.  Now  PRINT  the  variables 
you  are  reading  to  find  the  last  good  values  that 
were  accepted.  If  you  are  reading  within  a  FOR- 
NEXT  loop,  you  can  PRINT  the  index  counter  to 
see  how  far  along  the  loop  you  are. 

Anytime  the  program  stops  (BREAK),  in  this 
case  with  an  error  message,  and  as  long  as  you 
don't  do  any  editing,  you  may  PRINT  the  value  of 
any  variable.  For  example,  you  may  type  PRINT 
B  and  press  ENTER,  and  the  present  value  of  B 
will  be  printed.  You  can  then  look  in  the  DATA 
statements  to  see  where  that  particular  value  is. 
The  value  printed  will  be  the  last  acceptable  value 
for  B,  so  the  next  couple  of  items  may  contain  the 
error. 

An  error  in  a  DATA  statement  may  actually 
cause  a  problem  in  a  statement  other  than  a  READ 
statement.  For  example,  suppose  you  have  this 
section  of  a  listing: 

650  ,FOR  1=1  TQ  N 
6&0  READ  X,Y,6 
670  CALL  HCHAR k X , Y, G> 
6Bti  NEXT  I 

You  could  get  the  error  message  BAD  VALUE  IN 
670.  This  means  X,  Y,  or  G  is  not  acceptable,  X 
must  be  a  number  from  1  to  24  for  the  row  number, 
Y  must  be  from  1  to  32  for  the  column  number, 
and  G  must  be  an  ASCII  code  number.  You  can 
PRINT  X;Y;G  to  see  what  the  values  for  X,  Y,  and 
G  are.  The  next  step  is  to  see  how  you  got  the  bad 
value.  In  this  case,  line  660  READs  the  values 
from  DATA,  so  you  can  search  through  the  DATA 

November  1<?B3     COMPUTE!     231 


statements  to  find  a  sequence  of  the  three  numbers 
the  computer  printed.  The  error  will  probably  be 
a  typing  error  just  before  those  numbers. 

Other  Common  Errors 

There  are  also  errors  unrelated  to  DATA  state- 
ments. FOR-NEXT  errors  are  usually  not  difficult 
to  find.  Every  FOR  statement  must  have  a  corre- 
sponding NEXT  statement.  Once  in  a  H^hile,  how- 
ever, you  can  search  and  search  and  everything 
seems  matched  up  correctly.  The  most  likely  cause 
for  the  error  is  that  a  line  just  before  a  FOR  state- 
ment or  just  before  a  NEXT  statement  has  28 
characters  (or  a  multiple  of  28),  so  the  cursor  goes 
to  the  next  line.  You  need  to  press  ENTER,  but 
the  cursor  makes  you  think  you  have  already 
pressed  ENTER,  and  you  may  go  ahead  and  type 
the  next  line.  The  result  is  a  run-together  line.  If 
you  list  that  line  among  several  others,  they  all 
look  right  because  the  numbers  line  up  properly. 

To  see  if  this  is  the  problem,  LIST  only  the 
line  containing  the  FOR  or  the  NEXT  to  see  if  it's 
really  there.  Warning:  The  FOR-NEXT  error  mes- 
sage may  list  a  line  number  that  is  really  OK;  the 
run-together  FOR  or  NEXT  statement  may  occur 
before  the  one  listed  in  the  error  message.  If  you 
use  the  automatic  numbering  feature  as  you  type 
in  programs,  this  problem  is  less  likely  to  occur. 

The  run-together  line  problem  may  occur 
anytime  you  are  typing  lines  that  have  28  charac- 
ters and  could  cause  other  problems. 

A  "glitch"  type  problem  may  occur  in  ON- 
GOTO  and  ON-GOSUB  statements.  The  line 
should  be  typed  in  the  following  example  form: 

200     DN     A     GOTO     340,550,760,800 

where  there  are  no  spaces  between  the  line 
numbers.  If  you  happen  to  type  a  space  in  between 
line  numbers  then  later  LIST  the  line,  the  space 
will  not  be  there  but  it  could  still  be  causing  an 
error.  If  you  suspect  you  are  having  trouble  with 
an  ON-GOTO  or  ON-GOSUB  statement,  retype 
the  whole  statement.  By  the  way,  don't  try  to 
second-guess  the  author.  The  line  numbers  do 
not  have  to  be  in  numerical  order,  and  you  can 
use  the  same  line  number  in  several  of  the 
positions. 

These  are  answers  to  the  most  common  ques- 
tions I've  been  asked.  If  you  still  have  problems 
getting  a  program  to  run,  you  may  write  to  me. 
Be  sure  to  tell  me  which  program  you  are  typing, 
which  computer  you  are  using,  the  exact  error 
message  with  the  line  number,  and  what  happens 
plus  whatever  other  conditions  may  contribute  to 
the  problem.  I  want  you  to  be  able  to  use  and 
enjoy  these  programs;  however,  it  is  difficult  for 
me  to  help  you  debug  if  I  don't  know  the  exact 
conditions  and  line  numbers.  Please  do  not  ask 
me  how  to  solve  problems  with  programs  written 
by  other  authors. 

232    COMPUTE!    November  1983 


Also,  please  do  not  ask  me  to  debug  one  of 
your  programs  or  to  write  a  program  (or  convert  a 
program)  for  you.  It  isn't  your  project  if  I  do  it  for 
you,  and  the  joy  of  programming  is  accomplishing 
your  own  goals.  I  also  am  not  set  up  to  review 
programs  for  you.  You  may  submit  them  to 
COMPUTE!  directly.  1  do  welcome  comments  or 
suggestions  for  future  columns  that  will  interest 
the  general  TI  user. 

Since  I  haven't  written  about  a  specific  pro- 
gramming technique  this  month,  here's  a  short 
graphics  display  prograrfi  to  try  this  time.  I'll  try 
to  have  a  Christmas  present  for  you  in  my  De- 
cember column. 

100  DEF  R=INT ( 16*RND+1 ) 

110  RANDOMIZE 

120  FOR  1=1  TO  16 

130  CALL  SOUND (-50, R*  1  10, 4) 

140  CALL  COLDR<I,R,R) 

150  CALL  SCREEN(R) 

160  CALL  HCHAR tR+4, R*2, R*R/2, R*R) 

170  CALL  VCHAR iR+4, R*2, R*R/2, R*Ri 

130  NEXT  I 

190  GOTO  110 

20  0  END 

Line  100  defines  a  function  R  to  be  a  random 
integer  from  1  to  16.  Every  time  R  is  used  in  later 
lines,  R  will  be  a  random  integer  from  1  to  16  -  a 
lot  less  typing  by  using  the  DEFinition  function. 


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miicros  With  The  Handicappeti 

Susan  Semancik  &  C  Marshall  Curtis 

Developing  A 
Communications  Program 


This  is  the  final  column  in  the  series  on  developing 
a  communications  program  for  the  handicapped. 
The  final  version  of  the  program,  written  for  the 
VIC  Vifith  at  least  8K  RAM,  has  the  following 
features: 

1.  Multiple  menu  selection,  with  menus 
stored  within  the  program. 

2.  A  joystick  button  used  as  a  one-movement, 
alternative  input  device. 

3.  A  faster  scanning  algorithm  used  in  a  pas- 
sive selection  process. 

4.  Input  options: 

a.  Changing  the  rate  of  scanning  and  the 
time  in  which  to  make  a  selection. 

b.  Changing  the  menu  being  displayed. 

c.  Storing  messages  within  the  program, 
which  can  be  retrieved  in  any  order. 

c.  Audible  signal  when  message  is  ready 
for  viewing. 

e.  Erasing  characters,  words,  or  sentences 
within  the  current  message,  or  erasing  a 
stored  message. 

f.  Saving  the  program  with  its  menus  and 
messages. 

5.  Word  and  character  selection  from  the 
same  menu. 

6.  Automatic  spacing  after  words  and  pre- 
vention of  word-splitting  in  messages. 

User  Options 

The  top  line  of  the  screen  displays  the  input  op- 
tions in  green.  If  one  is  selected,  its  choices  are 
presented  in  cyan  on  the  second  screen  line.  The 
next  13  screen  lines  are  used  for  menus,  which 
are  displayed  in  blue.  Any  messages  are  reverse- 
fielded  in  red  in  the  bottom  8  screen  lines. 

Instead  of  every  menu  entry  being  scanned 
until  the  user  responds,  the  columns  of  the  menu 


and  options  are  alternately  scanned  until  one  is 
selected.  If  a  menu  column  is  chosen,  its  rows  are 
scanned  until  no  more  selections  are  made  from 
that  colunrn. 

A  "debouncer"  line  has  been  added  to  the 
input  routine  so  that  the  selection  timing  isn't 
started  until  the  joystick  button  is  released.  This 
should  help  avoid  unexpected  and  unwanted 
multiple  selections. 

When  the  message  area  is  filled,  the  user 
cannot  add  to  it  until  after  selecting  the  message 
erase  option.  This  allows  the  user  to  first  save  the 
message  or  signal  someone  to  read  it.  A  saved 
message  is  erased  by  referring  to  it  by  a  positive 
number  under  the  ERASE  option.  Choosing  a 
zero  instead  will  clear  the  message  display  area 
for  further  message  formation. 

The  message  review  option  allows  multiple 
messages  to  be  displayed  in  any  order.  Any  cur- 
rent message  is  preserved,  and  then  restored  after 
the  review  mode  is  done. 

To  make  the  program  easier  to  use  by  people 
with  limited  computer  experience,  menus  and 
messages  are  stored  in  the  program  within  DATA 
statements.  The  program  adds  new  messages  to 
DATA  statements  by  means  of  the  "dynamic 
keyboard"  method.  The  first  DATA  statement 
contains  information  that  the  program  updates 
when  the  user  changes  response  time  or  the 
number  of  stored  messages.  Then  enough  DATA 
line  numbers  have  been  reserved  for  nine  mes- 
sages, each  taking  up  four  DATA  lines.  The  re- 
maining DATA  lines  contain  menu  parameters 
and  menu  entries  by  rows. 

Suggestions 

The  complete  program  with  aU  of  its  features  will 
not  fit  in  an  unexpanded  VIC.  We  suggest  at  least 
an  8K  system  to  make  this  a  useful  communication 

November  1983    COMPUTE!    233 


tool.  If  you  eliminate  multiple  menus  and  some  of 
the  input  options,  and  limit  the  number  of  mes- 
sages to  be  stored  even  further,  you  can  make  the 
program  fit  in  the  unexpanded  VIC. 

One  helpful  addition  would  be  the  ability  to 
change  an  entry  of  a  menu  or  add  a  new  menu. 
This  would  allow  the  user  even  greater  indepen- 
dence in  creating  a  tailored  communication  tool. 

We  hope  that  this  series  has  been  helpful  to 
you,  or  at  least  given  you  a  new  perspective  on 
designing  specialized  communication  programs 
for  the  handicapped.  There  are  many  other  ways 
to  approach  the  problem,  but  most  of  these  require 
a  larger  and  more  expensive  system  than  we  have 
considered  here.  For  those  wishing  to  further 
explore  this  topic,  we  recommend  the  June  1983 
issue  of  IEEE  MICRO  magazine,  which  contains 
an  excellent  article  and  references  on  com- 
puterized, anticipatory  letter-selection  programs. 

There  are  also  many  new  computer  interface 
devices  being  developed  for  the  handicapped 
user.  For  instance,  an  Atari  compatible  joystick 
that  is  mouth  operated  is  being  advertised  for  $65 
by  KY  Enterprises,  195  Claremont,  Suite  288,  Long 
Beach,  CA  90803,  (213)433-5244. 

If  anyone  knows  of  other  computer  programs 
or  devices  to  help  the  handicapped,  or  if  anyone 
develops  enhancements  to  our  final  program, 
please  let  us  know  and  we  will  share  the  informa- 
tion with  the  rest  of  our  readers  in  this  column. 
You  can  contact  us  through  Jean  Trafford,  Secre- 
tary, The  Delmarva  Computer  Club,  P.O.  Box  36, 
Wallops  Island,  VA  23337. 

VIC  Communications  Program 

10  W=2  2:PM=8*W:DIMS(W) ,L(W) ,0$(ll) :SP=409 

6:CP=37888-SP:XJ=3  7137 
14  POKE37139 , 0 : SM=SP+W*2  3-PM: S=36876 ; P$=" 

.71" 
20  GOSUB950: PRINT" {CLR] {GRN}";I$; "{BLU}": 

FORI=0TOPM-1 : POKESM+I+CP , 2 : NEXTI 
50  GOSUB1010 : IFTTHENGOSUB1970 :T=0 
60  P1=SP:P2=P1+21 :A=128:GOSUB1100:GOSUB12 

00:A=-128:GOSUB1100 
70  IFX=0THEN140 
80  P1=SP:P2=SP+LEN(I$)-1;GOSUB1300:IFX=0T 

HEN! 40 
85  X1=YjX2=E-2 
90  N=Z: PRINT "{home) {DOWN} {CYN)"; :A$=0$(N) 

:IFN=2THENA?=LEFT$(0$(2),2*NM)+"D" 
100  PRINTA? : Pl=SP+W: P2=P1+LEN ( A? ) -1 ; GOSUB 

1300 
110  IFX=0THENGOSUB1300:GOTO110 
120  ONNGOSUB1400, 1500, 1600, 1800, 2000 
130  GOSUB1150 : IFCL=0THENFORI=X1TOX2 : POKEI 

, PEEK (I } -128; NEXTI 
135  CL=0:GOTO60 
140  IFFTHEN60 
145  0=1 : PRINT "TbLU}"; 
148  FORR=1TORM:A=128:GOSUB1090:GOSUB1100: 

NEXTR 
150  GOSUB1200:FORR=1TORM:A=-128;GOSUB1090 

:GOSUB1100:NEXTR 
160  IFX=0THEN220 


170  R=l 

175  A=128:GOSUB1090:E=P2:FORI=P2TOP1STEP- 

1 : IFPEEK ( I ) <>32THENE=I :I=P1 
.180  NEXTI :X=0:P=0 

1 90  P2=E : A=l 28 : GOSUBl 1 00 : GGSUBl 200 
200  P2=E:A=-128:GOSUB1100 
210  IFXTHEN230 
215  R=R+1 :IFR<=RMTHEN175 
220  C=C+1:IFC<=CMTHEN148 
225  GOTO60 

230  IFC<CM-CC+1THEN300 
240  I=P1 

245  IFL(C)=1THEN280 
250  POKEI,  PEEK(l)+128':GOSUBi200 
260  POKEI,PEEK(I)-128:IFXTHEN280 
270  1=1+1 :IFI<=ETHEN250 
275  GOT0215 
280  POKESM+J,PEEK(l)+128:J=J+l : IFJ=PMTHEN 

F=l :GOTO60 
290  G0T0148 
300  Y=W-(J-W*INT(J/W)+1) :IFE-P1>=YTHENG0S 

UB360:J=J+Y+1:IFJ>=PMTHENF=1:GOTO60 
310  I=P1 

315  P0KESM+J,PEEK(I)+128 
320  J=J+1;IFJ=PMTHENF=1:GOTO60 
330  1=1+1 :IFI<=ETHEN315 
340  POKESM+J , 160 : J=J+1 t IFJ=PMTHENF=1 : GOTO 

60 
350  GOT0148 

360  FORI=0TOY:POKESM+J+I, 160 : NEXTI : RETURN 
950  READNM,M,DE:IFM==0THEN970 
960  FORI=lTOM:READA$,A$,A?,A$:NEXTI 
970  READNI,I$:FORI=lTONI:READO$(l) : NEXTI: 

RETURN 

1000  READRM, CM, BR, EC, SC, CC : F0RI=1T0CM: REA 

DL ( I ) : NEXTI ; RETURN 
1010  GOSUB1000 : S ( 1 )=SC : IFCM=1THEN1020 
1015  FORI=2TOCM:S(l)=S(l-l)+L(I-l)+BC:NEX 

TI 
1020  PRINT" {HOME} [2  DOWN} (bLU) " ; :F0RR=1T0 

RM: READM? : IFLEN(M? ) >WTHENPRINT" [RVS] 

ERROR  ROWIoFF] "R:GOTO1040 
1030  PRINTM$,-  ;IFLEN(M$)<WTHENPRINT 
1040  IFBRTHENF0RB=1T0BR: PRINT : NEXTB 
1050  NEXTR: RETURN 
1090  P1=SP+2*W+{R-1 )*W+(R-1 )*BR*W+S(C)-1: 

P2=P1+L(C)-1: RETURN 
1100  F0RI=P1T0P2 ; POKEI , PEEK(l ) +A: NEXTI : RE 

TURN 
1150  PRINT" {home} IdOWN] " f :FORI=l  TO  W:PRI 

NT "  " ; : NEXTI : PRINT " { HOME } " ; : RETURN 
1200  X=0:P=0 

1205  IF(PEEK(XJ)AND32)=0THEN1205 
1210  IF(PEEK(XJ)AND32)=0THENX=1:P=DE 
1220  P=P+1:IFP<DETHEN1210 
1230  RETURN 
1300  Z=0:Y=P1 
1305  E=0 :F0RI=YT0P2 : IFPEEK( I )=32THENE=I+1 

: I=P2 : Z=Z+1 :GOTO1320 
1310  P0KEX,PEEK(I)+128 
1320  NEXTI :IFE=0THENE=P2+2:Z=Z+1 
1330  GOSUB1200:XFXTHENRETURN 
1340  FORI=YTOE-2 : POKEI , PEEKC 1 ) -128 : NEXTI 
1350  IFE=<P2THENY=E:GOTO1305 
1360  RETURN 

1400  ONZGOTO1410, 1420: RETURN 
1410  DE=DE-.5*DE:GOTO1430 
1420  DE=DE+.5*DE 
1430  GOSUB1975 
1440  RESTORE iREADA, A, A:LS=PEEK(63)+256*PE 


234     COMPUTE!     November1983 


EK(64) :PRINT"{CLR}£3  DOWN} "LS"DATA" ;  1965 

NM", "M", "DE 

1450  PR1NT"CLR:T=1:GOTO10{HOME} ":POKE198,  1970 

3 : FORI=0TO2 ; POKE631+I , 13 :NEXTI : END 

1500  IFZ>NMTHENRETURN  1975 
1510  RESTORE :GOSUB950 

1520  FORH=1TONM:IFH=ZTHENH=NM:GOTO1540  2000 

1530  GOSUB1000:FORK=1TORM:READA$:NEXTK  2005 

1540  NEXTH:GOSUB1975:PRINT"{CLR] [GRN}";I$  2010 

: FORI=0TOPM-1 : POKESM+I+CP , 2 : NEXTI 
1550  GOSUB1010:GOSUB1970:CL=1: RETURN 

1600  ONZGOTO1610, 1700; RETURN  2020 
1610  IFM=0THENPRrNT" {home} {down} [RVSI NO  M 

ESSAGES  STORED. {off} {3  SPACES} " :GOSU  202  5 

B1200:RETURN  2030 
1620  GOSUB1975 

1630  GOSUB1150:A$=LEFTS(O?C2) ,2*M)+"D":PR  2035 

INT"{D0WN] ";A$  2040 

1640  P1=SP+W:P2=P1+LEN(A?)-1 :GOSUB1300  2045 
1650  IFX=0THENGOSUB1300:GOTO1650 

1655  IFZ>MTHENGOSUB1970: RETURN  2047 

1660  RESTORE :READNM,M,DE  2050 
1670  F0RI=1T0M: IFI=ZTHENI=MjGOTO1680 

1675  READA$,A$,A?,A?  2051 
1680  NEXTI 

1685  K=INT(PM/4+.5) :F0RI=1T04:READA$:PRIN  2052 

T"{H0ME}  '■A?:FORB=0TOK-1 

1688  P0KESM+B+{I-1)*K,PEEKCSP+B) :NEXTB,I  2053 

1690  PRINT" [home} ";  :F0RI  =  1T0W: PRINT"  ";:N  2054 

EXTI:PRINT"[H0ME] {GRN}"I$"{CYN}":CL=  2055 

1:GOTOI630  2070 
1700  POKES+2 , 15 : FORI=1TO50 : POKES , 220 : FORK 

=  1T05 

1710  NEXTK:POKES,0:NEXTI:GOSUB1200:IFX=0T  2075 

HEN1700  5000 

1720  POKES+2, 0: RETURN  6000 

1800  ONZGOTOiai0, 1830, 1870, 1900:RETURN  6010 

1810  IFJ=0THENRETURN  6020 

1820  J=J-1:P0KESM+J, 32 :F=0: RETURN  6030 

1830  X=0  6040 

1835  IFJ=0THENRETURN  6050 

1840  J=J-1 :IFPEEK(SM+J) O160THENPOKESM+J,  7000 

32:F=0:X=1:GOTO1835  7010 
1850  IFXTHENJ=J+1: RETURN 

1860  POKESM+J,32:GOT01835  7020 
1870  X=0 

1873  IFJ=0THENRETURN  7030 

1875  J=J-1  7040 

1880  FORI=IT03:K=ASC(MID$(P$,I,l) )+128:IF  7050 

PEEK ( SM+J ) =KTHENX=X+1 

1885  NEXTI :IFX<2THENP0KESM+J, 32 :F=0:GOTO1  7060 

873  8000 

1390  J=J+1: RETURN  8010 

1900  GOSUB1150:A5="0  "+LEFT$ (0$ ( 2 ) , 2*M)+"  8020 

D" : PRINT" [DOWN} ";A$  8030 

1905  P1=SP+W:P2=P1+LEN(A$)-1:GOSUB1300  8040 
1910  IFX=0THENGOSUB1300:GOTO1910 

1915  Z=Z-1:IFZ>MTHENRETURN  8050 

1920  IFZTHEN1930  8060 
192  5  FORI=0TOPM-1 : POKESM+I , 32 : NEXTI :J=0 :F 

=0: RETURN  8070 
1930  RESTORE : READNM, M, DE : LS=PEEK ( 63 ) +256* 

PEEK(64)  8080 
1935  F0RI=1T0M: IFI=ZTHENI=M:GOT01945 

1940  READA$,A$,A$,A$  8090 

1945  NEXTI :M=M-1:G0SUB1975  >  8100 
1950  PRINT"{CLR} [3  DOWN} "; LS; "DATA" ; NM; " , 

"?M;",";DE  8110 
195  5  F0RI=1T04:READA$:L=PEEK(63)+256*PEEK 

( 64 ) : PRINTL : NEXTI  9000 

1960  PRINT"CLR:F=";F;":";  9010 


PRINT"T=1:GOTO10{HOME}":POKE198,7;FO 

RI=0TO6 : POKE63I+I , 13 : NEXTI : END 

FORI=0TOPM-1 : POKESM+I, PEEK (828+1) :NE 

XTI:J=PEEK{828+PM) ; RETURN 

FORI=0TOPM-1 : POKE828+I , PEEK ( SM+I ) : PO 

KESM+1 , 32  jNEXTI : POKE828+PM, J : RETURN 

ONZGOTO2005 , 2070 : RETURN 

GOSUB1975 

IFM=9THENGOSUB1150: PRINT" {DOWN} {RVS} 

MAXIMUM=9  MESSAGES. {OFF } " :GOSUB1200: 

RETURN 

RESTORE : READNM , M , DE : LS=PEEK  C  63 ) +2  56* 

PEEK (64) :L=LS 

IFM=0THENL=LS+10 : GOTO2045 

READA$ , A$ , A$ , A$ : L1=PEEK ( 63 ) +256*PEEK 

(64) 

IFLl -L>  40THENL=L+ 10 : GOTO2045 

L=L1:GOTO2030 

M=M+1: PRINT "{CLR} [3  DOWN}";LSr "DATA" 

;NM;",";M;",";DE 

K=INT(PM/4+.5) :F0RI=lTO4 

PRINTL"DATA"CHR$(34)CHR$(18) ; :LP=PEE 

K(209)+256*PEEK(210)+PEEK(211) 

FORB=0TOK: PRINT"  "; :NEXTB : PRINTCHR$ ( 

34) :CR=0:E=0:FORB=0TOK-1 

X=PEEK(828+B+(I-1)*K) : IF(X<128 )ANDCR 

=0THENPOKELP+E , 210 : CR=1 : E=E+1 

POKELP+E,X+128*(X>127):IFCRTHENB=K-l 

E=E+i:NEXTB:IFCR=0THENPOKELP+E,210 

L=L+10:NEXTI :GOTO1960 

PRINT" {CLR} {3  DOWN}SAVE";CHR5{34)"CO 

MMUNICATIONS"CHR$(34)":CLR:GOTO10 

{ HOME } " 

POKE198,1:POKE631,13:END 

DATA  3,0,  100 

DATA5,"+-  MENU  CALL  ERASE  NEW" 

DATA "FASTER  SLOWER  D" 

DATA"1  23456789  D" 

DATA "RECALL  SIGNAL  D" 

DATA "CHAR.  WORD  SNT .  MSG .  D" 

DATA"MSG.  PRGM.  D" 

DATA6 ,4,1,1,1,1,3,3,5,7 

DATA" DR.  IS {2  SPACES} COLD {2  SPACES}! 

NGEDSl" 

DATA"I{3  SPACES} AM (2  SPACES} WHEN 

{3  SPACES }A0TFR3" 

DATA"YOU  ARE  DRINK  .ULHCP5" 

DATA" MOM  EAT  WANT { 2  SPACES } 7MYWKB7 " 

DATA"DAD  NOU  SPACES  }TIME{  2  SPACES}, 

VJQZX9" 

DATA"HOT  YES  SLEEP  ; $02468" 

DATAl 1,4,0,1,1,1,4,5,9,1 

DATA"SUN.  EARLY  TOMORROW{2  SPACES J0" 

DATA"MON.  LATE{2  SPACES} YESTERDAY  1" 

DATA"TUE.  NIGHT  WEEKEND{3  SPACES}2" 

DATA" WED.  WEEK {2  SPACES} SPRING 

{4  SPACES}3" 

DATA"THU.  MONTH  SUMMER {4  SPACES }4" 

DATA"FRI.  yEAR{2  SPACES} WINTER 

(4  SPACES}5" 

DATA" SAT.  DAY {3  SPACES} FALL 

{6  SPACES} 6" 

DATA "A.M.  TIME [2  SPACES} MORNING 

[3  SPACES}7" 

DATA"P.M.  N00N{2  SPACES} AFTERNOON  8" 

DATA"NOW{2  SPACES}DATE{ 2  SPACES}EVEN 

ING{3  spaces} 9" 

DATA" HOUR  NEXT [2  SPACES} MIDNIGHT 

{2  SPACES} :" 

DATA9 ,3,0,1,2,0,5,7,6 

DATA"  FISH{2  SPACES} LETTUCE  SOUP" 

November  1983    COMPUTE!     235 


9020  DATA"  PORK f 2 

BREAD" 
9030  DATA"  LAMB {2 

BUTTER" 
9040  DATA"  HT  DG 
9050  DATA"  HM  BG 
9060  DATA"  LIVER 
9070  DATA"  STEAK 
9080  DATA"  CHKN{2 
9090  DATA"  TRKY{2 

AVY" 


SPACES] CARROT {2  SPACES} 

SPACES 3 CELERY {2  SPACES} 

TOMATO {2  SPACES} CHEESE" 
CORN {4  SPACES} SALAD" 
POTATO {2  SPACES  3 DRESSG" 
FRIES[3  SPACES]CHIPS" 
SPACES] SPINACH  MUFFIN" 
SPACES]PEAS{4  SPACES ]GR 


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The  STATUS  Variable 

Part  2 


hi  this  couclusion  of  the  two-part  nrtkie  on  the  STATUS 
variable,  tvc  examine  possible  ST  bit  values  and  the 
resulting  indicators. 


Before  we  continue  our  investigation  of  the 
STATUS  variable  (ST),  let's  briefly  review  what 
we  discussed  in  Part  1. 

ST  is  a  reserved  variable  (which  means  that, 
like  Tl  for  TIME,  we  can't  use  ST  as  a  variable  in 
our  programs)  whose  value  indicates  if  anything 
unusual  happened  during  the  last  I/O  (Input/ 
Output)  operation.  This  status  value  signals  a 
number  of  different  conditions,  using  a  separate 
bit  "on"  for  each.  However,  last  month  we  avoided 
a  direct  discussion  of  bits.  Instead,  we  decided  to 
dissect  the  ST  value  by  representing  the  value  as 
a  sum  of  the  numbers  in  the  group  1,  2,  4,  8,  16, 
32,  64,  and  -128.  If  you  allow  each  number  to  be 
used  only  once,  only  one  combination  of  these 
numbers  can  represent  the  value  returned  by  ST. 
For  example,  -1  IS  can  be  represented  by  the  sum 
-1284-8  +  2. 

Last  month  we  began  investigating  what  the 
ST  variable  tells  us  with  respect  to  the  Datassette 
unit,  speciflcally  by  examining  the  End-Of-File 
(EOF)  indicator.  The  EOF  condition  is  indicated 
by  the  presence  of  64  in  the  suni  equivalent  to  the 
ST  value.  After  a  sequence  of  simple  test  pro- 
grams, we  discovered  that  the  End-Of-File  indi- 
cator really  meant  that  the  next  byte  in  the  file  has 
a  value  of  0.  If  perhaps  some  0  bytes  got  mixed 
into  your  data,  the  EOF  indicator  would  some- 
times be  on  when  reading  the  data. 

We  also  found  that  data  is  written  to  the  cas- 
sette in  blocks  of  191  bytes,  and  that  a  0  byte  is 
added  automatically  to  the  end  of  the  data  when 
the  file  is  closed.  Chances  are  very  good,  however, 
that  the  last  block  written  to  the  file  will  contain 
something  less  than  191  bytes.  One  of  the  tests 


performed  last  month  showed  that  if  you  acci- 
dentally read  past  the  end  of  the  data,  you  could 
continue  receiving  data  with  ho  apparent  ill  ef- 
fects, except  that  the  data  isn't  valid.  We  even 
found  that  you  could  continue  reading  right  into 
an  End-Of-Tape  block  which  could  follow  the 
data  file. 

Testing  With  INPUT# 

It  is  obviously  essential,  then,  to  pay  attention  to 
the  EOF  indicator  and  not  allow  any  0  bytes  to  be 
written  to  the  data  file.  All  the  tests  in  last  month's 
column  used  the  GET#  statement  to  read  the 
data.  Before  leaving  our  discussion  of  the  EOF 
indicator,  we  should  see  if  there  are  any  problems 
when  using  the  INPUT#  statement.  Essentially, 
we  need  to  find  out  how  the  INPUT#  statement 
reacts  to  the  presence  of  0  bytes,  and  what  EOF 
conditions  they  cause.  Run  this  simple  program: 

100  OPEN  1,1,2, "TEST" 

110  PRINT#1, "A";CHR$(0);  "B" 

120  PRINT#1, "C":CLOSE  1 

200  PRINT  "REWIND  THE  CASSETTE." 

210  PRINT  "PRESS  RETURN  WHEN  READY." 

220  INPUT  Z$ 

300  OPEN  1,1,0, "TEST" 

310  INPUT#1,Z9:PRINT  Z$ , LEN( Z$ ) , ST 

320  INPUT#1,Z$:PRINT  Z$ , LEN ( Z$ ) , ST 

330  CLOSE  1 

As  you  can  see,  lines  100-110  write  two  lines  to  a 
file,  lines  200-220  ask  you  to  rewind  the  cassette, 
and  lines  300-330  read  the  file.  Running  this  pro- 
gram results  in  the  following  display: 


A 
C 


64 
64 


Something  a  litfle  strange  happened.  The 
second  string  read  began  with  the  letter  C,  which 
implies  that  the  B  was  previously  read  as  part  of 
the  first  string  -  yet  it  does  not  appear  as  part  of 

November  1983    COMPUTE!    237 


the  first  string.  Also,  an  EOF  indicator  was  given 
with  the  first  string  even  though  the  0  byte  oc- 
curred in  the  middle  of  the  string. 

The  missing  B  is  fairly  easy  to  explain.  The 
1NPUT#  statement  first  reads  its  data  into  an  input 
buffer.  When  the  statement  stores  the  data  into  a 
string  variable,  the  data  must  be  moved  to  another 
area  of  memory  where  string  characters  are  stored. 
In  this  process,  a  0  byte  is  used  to  mark  the  end  of 
the  string  data  to  be  moved.  The  presence  of  the  0 
byte  in  the  oiiddle  of  the  data  being  moved  causes 
the  process  to  be  terminated  prematurely.  Thus 
the  B  is  left  in  the  input  buffer,  but  isn't  stored  as 
part  of  the  string. 

As  for  the  EOF,  once  it  is  set,  it  will  remain 
set  even  though  additional  bytes  are  read  as  part 
of  the  input.  This  also  illustrates  another  case 
where  the  EOF  indicator  does  not  halt  the  input 
of  data.  This  means  you  must  make  sure  the  last 
data  written  is  properly  terminated  if  you  intend 
to  read  that  data  with  an  INPUT#  statement.  In 
our  program  above,  the  PR1NT#  statement  causes 
a  carriage  return  to  be  written  after  the  C.  With 
this  carriage  return  as  the  terminator,  we  get  a 
valid  EOF  condition  when  reading  the  last  of  the 
data. 


Block  Length  Errors 

A  SHORT  BLOCK  is  indicated  by  the  presence  of 
the  number  4  in  the  sum  equivalent  to  the  ST 
value.  A  LONG  BLOCK  is  indicated  by  the  pres- 
ence of  the  number  8  in  the  sum.  These  status 
indicators  mean  that  a  block  has  been  read  from 
cassette  which  contains  something  other  than  the 
expected  191  bytes.  This  naturally  indicates  an 
error:  the  data  read  from  this  block  is  probably 
not  what  we  want.  These  errors  occur  if  something 
goes  wrong  while  LOADing  the  cassette,  or  if 
something  went  wrong  while  SAVEing  to  the 
cassette. 

Another  way  to  receive  these  error  indicators 
is  to  read  a  program  file  as  if  it  were  a  data  file.  A 
program  file,  written  by  the  SAVE  command, 
differs  from  a  data  file  in  that  the  program  is  writ- 
ten as  a  single  block.  Actually  two  copies  of  the 
program  are  written  (that  is,  two  blocks),  with  the 
second  copy  being  used  to  check  for  errors  in  the 
first  block.  It  is  highly  unlikely  that  a  program 
would  contain  exactly  191  bytes,  so  you  will  prob- 
ably get  an  error  if  you  try  to  read  a  program  file 
as  data.  For  example: 

100  SAVE    "TEST" 

200  PRINT  "REWIND  THE  CASSETTE." 

210  PRINT  "PRESS  RETURN  WHEN  READY." 

220  INPUT  Z$ 

300  OPEN  1,1,0, "TEST" 

310  GET#1,Z$: PRINT  LEN{Z$),ST 

320  CLOSE  1 

238    COMPUni    November  1963 


The  result  displayed  is: 

1  4 

The  4  printed  for  ST  shows  that  our  test  pro- 
gram is  less  than  191  bytes  long.  You  might  also 
note  that  Z$  still  received  a  byte  of  data  although 
there  was  an  error  when  the  block  was  read  from 
the  cassette.  We  can  try  to  force  a  LONG  BLOCK 
error  by  adding  the  following  two  lines  to  the 
example  above: 

110    REM   MAKE    THE    PROGRAM    LONGER 
120    REM   MAKE    THE    PROGRAM    LONGER 

These  lines  make  the  program  slightly  longer 
than  191  bytes.  Running  the  program  now  displays: 

1  32 

This  wasn't  quite  what  we  were  expecting. 
The  32  for  ST  indicates  a  CHECKSUM  ERROR. 
With  each  191-byte  block  written,  a  sum  of  all  the 
bytes  in  the  block  is  written  along  with  the  data. 
This  sum,  called  the  CHECKSUM,  is  used  to  help 
make  sure  the  data  is  later  read  correctly.  If  at 
least  191  bytes  are  received  for  the  block,  the 
CHECKSUM  is  checked  first.  Even  if  the 
CHECKSUM  accidentally  matched,  we  would 
still  get  a  LONG  BLOCK  error. 

End-Of-Tape  Condition 

EOT  is  indicated  by  a  -128  in  the  sum  equivalent 
to  the  ST  value.  The  program  below  provides  a 
simple  demonstration: 

100  OPEN  1,1,2, "TEST" 

110  PRINT#1, "A":CLOSE  1 

200  PRINT  "REWIND  THE  CASSETTE." 

210  PRINT  "PRESS  RETURN  WHEN  READY." 

220  INPUT  Z? 

300  OPEN  1, 1,0, "NOFILE" 

310  PRINT  ST: CLOSE  1 

However,  when  we  RUN  this  program,  the 
result  isn't  at  all  what  we  expected.  We  never  get 
a  chance  to  look  for  a  value  of  -128  in  the  ST  vari- 
able because  the  program  quits  with  the  message 
7DEVICE  NOT  PRESENT  ERROR  IN  300.  Later  in 
this  ardcle  we'll  see  that  when  using  the  serial 
bus,  a  -128  for  ST  indicates  that  an  attempt  was 
made  to  send  data  to  a  device  not  connected  to 
the  computer.  When  BASIC  detects  a  -128  in  the 
ST  value  while  a  file  is  open  for  reading,  it  aborts 
the  program  with  the  "device  not  present"  mes- 
sage without  checking  to  see  if  the  device  was  the 
Datassette  (in  which  case  the  -128  was  due  to  an 
EOT  marker  being  detected)  or  a  serial  bus 
peripheral  such  as  a  disk  drive  or  modem  (in  which 
case  the  -128  indicates  a  true  "device  not  present" 
condition).  Since  the  error  message  throws  us  out 
of  our  program,  there's  no  way  to  check  for  the 
EOT  indicator  while  reading  a  cassette  file  in 


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Pri  htm  aster  F10-5bP $1569.00 

Tractor  Feed SI 99.00 

DAiSVWRITER 

20OO  Letter  Quality SI  149.00 

2500. .  .NEW CALL 

Tractor  Feed  -.,.,.,,,,- $  1 09,00 

DIABLO 

620 $949.00 

B30 $1  769-00 

lOS 

Call  for  All  Configurations  on 

IDS  PRISM  PRINTERS. 

NEC 

8023 S399.00 

9025 $729.00 

35 1 0 $1 449.00 

3530 $  1 499.00 

3550 $  1  799-00 

7710/7  730 $1999.00 

BIVIC 

401  Letter  Quality  S699-00 

BROTHER 

Comiitei  II  Printer S499,00 

C:ABLEB  &   CONNECTIONS 

Alan  to  Parallel $29,00 

Atari  to  Serial $29,00 

Apple  to  Parallel  $69,00 

Apple  to  Parallel/Graphics,  ,,$99.00 

Apple  to  Serial  589.00 

IBM  to  Parallel  $35.00 

IBM  to  Serial S29.00 

Parallel  to  Parallel $29.00 

Serial  to  Serial $29.00 

Grappler  Plus  ..,.,., .,,,$129.00 

PK  ASO     S 1  39,00 

Alan  to  Modem  Cable $29.00 

CBM  64  to  IEEE  Boaril $79-00 

Apple  80 Column  Caid $159.00 

CBM  Pet  to  Parallel  $99,00 

CBM  Pet  to  Serial S89.tKI 

PAPER  SUPPLIES 

1  or2  'Addre&s  Lat>els4Tra<:1-Feedl  .$9,95 
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CAL.L 

ACE  1000  Cqtor  Ccimpulef 
ACE  ItOO  Drives  CoverlorACE  1000 
ACE  1 200  Computer  Milh  Disk  Oiive 
ACE  PRO  PACK: 

ACE  10O0.  Disk  Drive. 

BO  Column  Carrf.  ACECalc  & 

ACEWrlter  II 

MICRO-5CI 

Apple  &  Pranklin 

A2  ,..S24a.OO 

A40 .,    .-.tJIS.OO 

A70 S45S.00 

C2  Controller S79.00 

C47  Controller  SB9.00 

RAIMA 

Ehie  I  (Apple/Frsnklinl S273.00 

Elite  II  (Apple/Franklin) CALL 

Elite  III  lApple'Franklml    CALL 

VISICORP 
FOB  APPLE.  IBM  S  FRANKLIN 

Vi5ide«  .     SI  69.00 

Visif.ie S1B9.00 

Visiplot S 1 59 ,  00 

Visiterm - $89 .00 

Visitrend/Plot SJ29  00 

VisiScliedule S229.00 

D««ktop  Plan St 89.00 

VIsicalc (Apple.  IBM,  CBH)  . .  SI  79.00 

Wisicalc  4  (IBM! S209.00 

VisicaLc  Aitvajiced  Me 5309.00 

Stietcn  Calc S89.00 

Vi^corp  pnces  tor  IBM  may  vary  sliglitly. 
LJK 

Letter  Perfect  Apple St 09.00 

Data  Perfect  Apple S75.00 

Axi-aiv 

Apple/Franklln  t28Kflam    .  .S299.00 
Apple/Ftankim  Ram  Disk,    .S729.00 

ivipc 

Butxjisk  f  t  2fl  K  N  on  Vplitare^    . .  5649.00 

JOYSTICKS 

WICO 

Joystick  SJ1.95 

Famaus  Red  Ball S23.95 

Power  Grip  S2I.95 

Ttiree-Way  Del u «e S22. 95 

Atar>/VIC  Trackball S34,95 

AppleTrackball SS9.95 

KRAFT 

Atari  Single  Fire ....S13-00 

Atari  Switch  Hitter J16.00 

Apple  Joystick  S44.00 

Apple  Paddles S39.00 


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APt3l.e/FFIANKLIM 

I.Ctioplitter -.S27.0O 

2.  Bank  Street  Wtitar SSS.OO 

3.  PES:  File S89.00 

4.V<sicalc 1179. 00 

5.  Home  Accountant SSS.OO 

6.  Zaxjion S29.00 

7.  Most  Amazing  Thing .S26.0O 

S.Visilifo S189.00 

9.  Fottioms  40................t19.OO 

1 0.  Deadline S35.00 

1 1 .  PFS:  Report SB9.00 

12.  Zork  III S29.00 

1 3.  F logger 424,00 

14.  Facemaker S24.00 

15.  Snooper  Troops  #1  .,.,..$32.00 

16.  Delta  Drawing S35.00 

17.  Castle  Wollenstine- $24.00 

18.  Wayoul $29.00 

19.  Canyon  Climlier $19.00 

20.  Bandits $26.00 


^I  commodore 

CBM 
B03S 

CB1V164  ...SS1  S 
VIC  SO SSS 

CALL  ON 
EKecutiwB  54  PorCBble 

1520  Color  Printer/Plotter ..  .$1  69.00 
1525  BO  Column  Printer ...  .S21 9.00 

1526 S319.00 

1 530  Dalaselte S69.00 

1511  Smgle  Disk  Drive $249.00 

1600  VIC  Modem $59.00 

1650  AD,' AA  Modem  $89.00 

1701   14'   Color  Monitor.... $249. 00 

Pel  64       $569  00 

Pet  4032  ,  - $599  00 

CBM  8032 S599.0O 

Super  Pel  $99900 

8128-80 $769-00 

8X256-80 $969  00 

2031      $299  00 

4040     $699  00 

SOSO $949  00 

8250 $1199-00 

9060 , $1999.00 

9090     $2199  00 

4023        $379  00 

6400       $1399.00 

64KUpgrade $269, 00 

Spell  Master  $149  00 

Z-Ram  SS49  00 

Silicon  Ollice $749  00 

TheManager S2O9.00 

Soli  Rom $  1  29 .00 

Jinsam CALL 

CallReiult64 5139.00 

PROFESSIONAL 
SOFTWARE 

Wo  Id  Pm  2  Plus SI  S9.00 

Word  Pro  3  Plus $189.00 

Word  Pip4  Plus $279,00 

Word  Pro  5  Plus $279.00 

InfoPio $179. 00 

Adminislrator $399.00 

Power S79.00 

Word  Pro  84  Plus SeS.OO 

CAROCO 
for  VIC  aO/B4 

Light  Pen $32-00 

Cassette  Interface  $29.00 

Parallel  Printer  Interface $6900 

3  Slot  Enpans-  lnteiface(20|- -  -S32.00 
esiolEnpana.  Inlertace(20|--   $79.00 

C.M.O. 

CBM  64 

1-  Word  Pro  64 S65.00 

2,  Jumpman $29.00 

3,  Corf  120/64) $14,95 

4,  MIC  rospec  Data  Base  64  ,.,$69,00 

5,  Logo  64 .,,.,,,,539,00 

6,  MicrospecGen,  Ledger64.,  ,579,00 

7,  Zoik  III $29,00 

a ,  Frogger  |64( , ,  „ $2  3 ,00 

9.QuickBrov«nFoi(20/64)  ,..$49, OO 

10,  Shamus  529,00 

1 1 ,  Deadline $29,00 

12,  Assembler  64 SI 4, 95 

13,  Zork  II $29-00 

14,  3-0  Man  $14,00 

15-  Protector ,.. $32,00 

1 6 ,  Sta  rcross $29 ,00 

17,  Easy  Mail  64  $14,95 

IB,  Graye  Bobber $11,00 

19,  Wall  Street $19,00 

20,  Trash  Man $32, (X> 


ATARI  HOME  COMPUTERS 


ATAR I  BOOXL EB 1  43 

ATARI  SOOXL SSBa 

ATARI  1  SOOXL CALL 


ATARI  40a  ... 
ATARI  BOO  ... 

1010  Pipgram  Recornei  ,$74  00 

102040  Col -Printer/Plotter  $249,00 
1025  80  Col    Primer  -      $449  00 

1027LelterQgalllyPrinHr        $299.00 

1050  Disk  Diive $379-00 

1030  Direct  Connect  Modem,   .CALL 

CX30  Paddles $13-00 

CK40  Joystick       S8.00 

CX42  Remote  Joystick  .CALL 

CX77  Touch  Tablet  $69,00 

CXBOTiakBali.  $49  00 

CXB5  Keypad  $105  00 

CX418  Home  Manager $69  00 

CX4aa  Communicator  II  $229  00 
KX709BAIariAccounlanl  $209-00 
KX7101  Entertainer  $69.00 

KX7102  Arcade  Champ $75  00 


ALIEN 

Alan  Voice  Bo« $119.00 

Appie  Voice  Box         .        -    .      $14900 

MEMORY  BOARDS 

Axlon  32K  Ram    ., $59,00 

Anion  48K  Ram $99 ,00 

Anion  12BK  Bam $299,00 

lntec32K8aard $59, (X) 

Intec  48K  Board S85-0O 

lntec64K  Board  |40O  onlyl ,,  ,$99,00 
Intec  Real  Time  Clock  --$39,00 

DISK  S  CART  hlOLOERS 

Flip-n-Fiie  10 $4  DO 

Flip  n  File  50 $19-00 

Fhp-n-Flle  400/8OO  Cart     -.$19.00 


..........    krf  ^^  ^^  ^^ 

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DISK  DRIVES  FOR  ATARI 

ATSa-S  I $369-00 

ATS8-A1 ., $299  00 

ATaS  S2 $569  00 

ATBB-Sl   PD $469,00 

AT8BS2PD $669-00 

ATBe-DDA 51  39 DO 

AT44-S1       $579, 00 

AT44-S2 $969,00 

TEXAS  INSTRUMENTS  DRIVE 
TX99S1    $349,00 


RANA 

1000  Alan  Di&k  Drive  . 

$319,00 

FLOPPY  DISKS 

MAXEteL 

MD-l 

,$32,00 

HD.2                  . 

,$44,00 

FD-KB") 

$40,00 

$50  00 

ELEPHANT 

5V.-  SSSD 

,518,95 

S'/.'SS  DD 

--$24,95 

SV.-    DS  DD 

,529,95 

VERBATUM 

5',<     SS  DD 

,,526,00 

HEAD 

Disk  Head  Cleaner 

,514,95 

TOP    SO 

ATARI 

1-  Donkey  Kong $39,00  '^ 

2,  Zainon $29,00  ^: 

3,  E-T,  Phono  Home ,.,$39.00  ^• 

4.  Miner2049er $35  00  ^, 

5.  Dig  Dug $33.00 

6,  Choplifler $29.00  2i 

7.  Donkey  Kong.  Jr $39.00  2 

a.  Canyon  Climber $25.00  21 

9.  Snooper  Troops  «2  $34.00  2! 

10.  Word  Wizard  $59.00  3i 

11.  Picnic  Paranoia .,S34,00  3 

12,  Jumpman $29,00  3 

13,  Shamus $34,00  3: 

14,  Letter  Perleel $109,00  3. 

15,  File  Manager  BOO $69,00  3 

16,  Preppie $24,00  3 

17,  Astro  Cliaso $25.00  3 

18.  Blade/Black  Hole $27.00  1 

19.  Pac  Man $33.00  3 

20.  &aja  Bugoies $25.00 


Crush.  Crumtile  A  Chomp      $24.00 

Wayoul $27.00 

Zoik  tl $29-00 

.  Visicalo $159.00 

..  Atari  Writer $79  00 

i.  Three  Little  Pigs -  -  $2500 

-  Upper  Reaches  of  Apshai .  ..$1  6.00 

I-  Slarbowl  Foolball $24.95 

1.  Drelbs $26.00 

),  Protector.,   - $34.00 

.  Froggor- $25.00 

!.  Lunar  Leeper 524.00 

1.  Wiiard  Ql  Wor $34  00 

I.  Kindercomp S21  00 

,.  Moon  Shuttle  - $22.00 

>.  Home  Accountant  $55-00 

'.  Temple  of  Apshai $29.00 

).  Spell  Wizaria     $3900 

h  Nautilus $26.00 

5,  O'Riley's  Mine S32,l 


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BASIC.  We'll  just  have  to  be  careful  not  to  attempt 
to  read  past  the  last  file  on  the  tape. 

While  BASIC  won't  let  us  check  for  the  EOT 
marker,  it  doesn't  place  the  same  restrictions  on 
itself.  BASIC  checks  the  ST  variable  for  a  -128  while 
LOADing  or  VERIFYing  from  cassette  to  deter- 
mine if  it  has  read  the  last  program  from  a  tape. 

There's  one  remaining  possible  condition  for 
the  ST  variable  in  cassette  operations.  A  value  of 
16  in  the  sum  indicates  an  UNRECOVERABLE 
READ  ERROR.  This  means  that  a  byte  could  not 
be  read  from  the  tape.  However,  as  with  the 
LONG  BLOCK  error,  it  is  unlikely  that  you  will 
detect  this  condition  since  the  bad  byte  will  also 
cause  a  CHECKSUM  error,  which  is  what  the  ST 
variable  will  report.  As  with  the  EOT  indicator, 
this  is  a  value  which  BASIC  uses  for  its  own  testing 
during  LOADs  and  VERIFYs. 

We  said  earlier  that  when  you  SAVE  a  pro- 
gram to  tape,  two  copies  of  the  program  are  actu- 
ally written  out.  When  the  program  is  read  back 
in,  BASIC  checks  for  a  value  of  16  in  the  ST  variable 
as  the  first  copy  is  being  read.  If  too  many  bad 
bytes  are  found,  BASIC  uses  the  second  copy  of 
the  program.  It  is  this  feature  which  makes  Com- 
modore Datassettes  such  reliable  data  storage 
devices.  People  who  have  used  tape  storage  for 
other  home  computers  may  have  trouble  believing 
how  rarely  the  ?LOAD  ERROR  message  is  seen 
on  the  64. 

In  our  discussion  of  the  ST  variable  as  it  relates 
to  the  cassette  unit,  we  found  several  cases  where 
its  actual  operation  wasn't  quite  what  we  were 
told  in  the  documentation  (which  didn't  say  very 
much  on  the  ST  variable  anyway).  This  informa- 
tion will  prove  useful  should  you  try  to  write  your 
own  program  using  the  cassette  for  data  storage. 
Also,  when  information  provided  by  books  or 
manuals  isn't  sufficient  to  deal  with  your  specific 
questions  or  difficulties,  using  small  test  programs 
is  often  the  best  way  to  find  out  how  something 
really  works. 

The  Serial  Bus 

The  serial  bus  is  involved  when  connecting  various 
devices,  such  as  the  1541  disk  drive,  to  the  64. 
Let's  take  a  look  at  what  the  ST  variable  tells  us 
when  used  with  the  serial  bus.  According  to  the 
Commodore  64  Programmer's  Reference  Guide,  the 
status  indicators  are  as  follows: 


242 


ALUE 

MEANING 

1 

READTIMEOUT 

2 

WRITE  TIME  OUT 

4 

not  defined 

8 

not  defined 

16 

not  defined 

32 

not  defined 

64 

EOI 

-128 

DEVICE  NOT  PRESENT 

COMPUTE!    November  1983 

We'll  begin  with  the  EOI  indicator,  which, 
like  EOF  for  the  cassette,  indicates  when  the  end 
of  the  data  has  been  reached  when  reading.  Again, 
the  important  question  is  whether  the  EOI  indi- 
cator accompanies  the  last  byte  of  data,  or  comes 
on  when  you  try  to  read  past  the  last  byte.  A  simple 
test  program  would  show  that  the  EOI  indicator 
accompanies  the  last  byte  of  data,  hke  the  EOF 
does  with  the  cassette.  However,  a  little  more 
investigation  shows  that  the  1541  disk  drive,  un- 
like the  Datassette,  is  able  to  really  know  when  the 
last  byte  is  sent.  This  means  your  data  can  have 
all  the  0  bytes  you  want  without  causing  multiple 
EOI  indications. 

This  also  implies  that  the  disk  does  something 
different  from  the  cassette  with  respect  to  reading 
past  the  end  of  the  data.  A  simple  test  here  shows 
that  the  EOI  indicator  remains  on  as  you  continue 
to  read  past  the  end  of  the  data.  In  addition,  the 
READ  TIME  OUT  indicator  comes  on  (that  is,  the 
ST  value  is  66,  the  sum  of  64-1-2).  Thus,  for  any 
given  read  operation,  a  read  routine  is  able  to 
determine  if  the  operation  occurred  normally, 
read  the  last  byte,  or  has  already  passed  the  end 
of  the  data.  This  is  a  substantial  improvement 
over  what  the  ST  variable  tells  us  when  we're 
working  with  the  tape  unit. 

The  DEVICE  NOT  PRESENT  Indicator 

The  DEVICE  NOT  PRESENT  condition  is  shown 
by  the  presence  of  -128  in  the  sum  equivalent  to 
the  ST  value.  This  indicator  shows  that  an  at- 
tempted communication  with  a  particular  device 
was  not  successful.  The  error  is  obvious  if  the 
selected  device  is  not  connected  or  not  turned  on. 
In  addition,  if  you  try  to  write  to  an  existing  file  or 
read  a  nonexistent  file  on  the  1541,  you  will  get 
this  error  message. 

It  is  important  to  remember  that  this  condition 
can't  occur  until  an  attempt  is  made  to  transfer 
data.  A  statement  like  OPEN  1,13  doesn't  transfer 
any  data,  so  the  status  bit  doesn't  get  a  chance  to 
get  set.  Should  you  execute  such  a  statement  in  a 
program  and  later  execute  a  PRINT#1  statement, 
the  ST  variable  would  return  a  value  of  -128,  as 
you  would  expect.  If  you  execute  a  GET#1  or 
INPUT#1  instead  and  have  no  devices  connected 
to  the  serial  bus,  you  will  also  get  -128  for  ST. 

However,  if  at  least  one  device  is  connected, 
then  the  64  will  hang  up  if  you  do  an  1NPUT#  or 
GET#  from  the  nonexistent  device.  The  only  way 
to  recover  is  to  press  the  STOP  and  RESTORE 
keys  simultaneously.  The  64  can  tell  when  the 
desired  device  isn't  there  to  receive  data,  but  not 
when  the  device  isn't  there  to  send  data.  The  64 
will  patiently  wait  forever  if  you  let  it.  This  doesn't 
happen,  however,  when  no  serial  devices  are 
connected  or  turned  on.  The  64  must  always  out- 


COMMODORE  64!r 
American  Peripherals 


GAMES 

(on  tape) 

646  Pacacuda  19.95 

650  Logger  19.95 

651  Ape  Craze  19.95 

652  Centropod  19.95 

653  Escape  19.95 

641  Monopoly  19.95 

642  Adventure  #1  19.95 
648  Galactic  Encounter  9. 
667  Yahtzee  14.95 

671  Robot  Blast  14.95 
673  Moon  Lander  14.95 
676  Othello  14.95 

686  Horserace-64  14.95 

692  Snake  14.95 

697  Football  14.95 

819  Backgammon  24.95 

822  Space  Raider  19.95 
846  Annihilator  19.95 
842  Zwark  19.95 

845  Grave  Robbers  13,95 

841  Pirate  Inn  Adv.  22.95 

904  Shooting  Gallery  14.95 

816  Dog  Fight  19.95 

817  Mouse  Maze  19.95 

818  Ski  Run  22. 

820  Metro  22. 

823  Sub  Warfare  29, 

838  Retroball  39.95 
(cartridge) 

839  Gridrunner  39.95 
(cartridge) 

825  Mine  Field  13. 

672  Dragster  14.95 
662  Oregon  Trail  14.95 
679  3-DTicTacToe  14.95 
655  Castle  Advent.  14.95 


EDUCATIONAL 

(on  tape) 

644  Type  Tutor  19.95 

645  Assembly  Language 
Tutor  14.95 

687  Fractional  Parts  14.95 
902  Estimating  Fractions  14.95 

695  Tutor  Math  14.95 

870  Square  Root  Trainer  14.95 
699  Counting  Shapes  14.95 
694  Money  Addition  14.95 

689  Math  Dice  14.95 
678  Speed  Read  14.95 

643  Maps  and  Capitals  19.95 

645  Sprite  Editor  19.95 

904  Sound  Synthesizer  Tutor  19. 

696  Diagramming 
Sentences  14.95 

690  More.less  14.95 

688  Batting  AVERAGES  14.95 
802  TicTacMath  16,95 

904  Balancing  Equations  14.95 

905  Missing  Letter  14.95 
864  Gradebook  15. 

810  French  1-4  80. 

811  Spanish  1-4  80. 

807  English  Invaders  16.95 
809  Munchword  16.95 

812  Puss  IN  Boot  20. 

813  Word  Factory  20. 
660  Hang-Spell  14.95 

905  Division  Drill  14.95 

906  Multiplic.  Drill  14.95 

907  Addition  Drill  14.95 

908  Subtraction  Drill  14.95 

910  Simon  Says  14.95 

911  Adding  Fractions  14.95 

912  Punctuation  14.95 


EDUCATIONAL 

Series  on  disk 

Computer  Science  (30  programs)  S350 
HS  Biology  (70  programs)  S500 
HS  Chemistry  (40  programs)  $450 
HS  Physics  (60  programs)  S475 
HS  SAT  Drill  (60  programs)  $99. 
Elem.  Social  Studies  (18  pr.)  S225 
Elem.  Science  (18  programs)  S225 
Elem.  Library  Science  (12  pr.)  $170 
Librarians  Package  (4  utilities)  $1 1 0 
3rd  Grade  Reading  (20  lessons)  S99. 
4th  Grade  Reading  (20  lessons)  S99. 
5th  Grade  Reading  (20  lessons)  S99. 
6th  Grade  Reading  (20  lessons)  S99. 
Spanish  Teaching  (12  lessons)  S95. 
PARTS  OF  SPEECH  (9  lessons)  S95. 

BUSINESS 

(all  on  disk) 
WORD  PRO  3-f-   95.00 
DATAMAN-64  data  base  program.  49.95 
PERSONAL  FILING  SYSTEM 
(index  card  style)  19.95 
HOME  FINANCE  19.95 
CYBER  FARMER  SI 95. 
GA1600  Accounting  System  395, 
PERSONAL  TAX  80. 
ACCOUNTS  RECEIVABLE  22. 
New  York  State  Payroll  89. 
MAILING  LIST  24. 
Manufacturing  Inventory  59. 
Stock  Market  Package  39. 
Finance  16.95 


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1948  OAK  RIDGE  TURNPIKE    OAK  RIDGE.TN  37830 

615-482-9592 

VISA  AND  MASTERCARD  ACCEPTED 


put  some  command  bytes  to  identify  the  device 
with  which  it  wants  to  communicate.  With  no 
devices  to  receive  the  command  bytes,  the  DE- 
VICE NOT  PRESENT  condition  is  detected  before 
the  computer  begins  waiting  to  receive  data  from 
the  nonexistent  device. 

Since  writing  to  a  nonexistent  device  either 
hangs  up  the  64  or  gives  a  DEVICE  NOT  PRESENT 
error,  it  leaves  me  wondering  what  situations 
cause  the  WRITE  TIME  OUT.  We  have  already 
seen  the  READ  TIME  OUT,  but  that  was  in  con- 
junction with  the  EOI  indicator.  Again,  there  isn't 
much  in  the  user's  manual  or  reference  guide  on 
this  topic.  I  assume  that  these  manuals  indicate  a 
data  transfer  operation  was  unsuccessful  or  faileci 
to  occur  within  some  time  limit. 

What  we've  seen  here  for  status  iiidicators 
on  the  64  may  not  be  typical  for  other  computers. 
You  will  find  that  the  EOF  indicators  will  typically 
come  on  after  the  last  byte  is  read,  rather  than  in 
conjunction  with  the  last  byte.  So  if  you  are  using 
another  computer  in  addition  to  the  64,  be  pre- 
pared to  find  some  differences  with  respect  to 
status  indicators  for  I/O  operations.  © 


This  Publication 

is  available  in  MicFoform. 


I  wfT^ 


University  Microfilms  International 

Pleusc  ^cnd  uddi(kinjl  ]^fom1ati^>^ 

for  ___„ 

Name 

Inslltulion 

Slreci 


(nimc  »l  MMitjiionl 


City 

Stale Zip 

300  North  Zccb  Rtiad.  Dcpt.  P.R..  .■Vnn  .Arbor.  Mi   481(16 


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'^C^ 


Precision 
Software 


Automatic  Variables 
For  Atari  PILOT 


Marvin  Roberts 


Self-defmition  allows  a  variable  to  be  mentioned  once, 
and  only  once,  in  a  PILOT  program .  By  using  a  few 

techniques  not  discussed  in  the  documentation,  it  is 
possible  to  ivrite  a  PILOT  "story  compiler"  which: 
scans  a  simple  text  program;  asks  for  values  for  $VARI- 
ABLES;  stores  these  values;  and  runs  the  simple  text 
program  using  the  defined  values. 


The  computer  can  help  you  create  a  game  using 
substitution  stories.  PILOT  is  a  good  language  for 
this  type  of  interaction,  especially  for  stories  which 
younger  children  create  themselves. 

While  preparing  this  type  of  material,  you 
quickly  recognize  two  things:  similar  words  are 
repeated  in  story  after  story,  and  each  variable 
occurs  twice,  once  in  a  question  and  once  again  in 
the  story. 

To  cut  down  on  the  typing  and  to  allow  a 
more  elaborate  response  to  the  more  common 
words  and  phrases,  some  sort  of  general  pro- 
gramming technique  is  required.  Program  1  is  a 
short  example  which  illustrates  the  technique. 

Program  1: 

Example  Of  PILOT  Self-defining  Variables 

10  T; {CLEAR> 

20  T;==========  example  «J  === 

30  A:«A=MARY  had  a  tLITTLE  LAMB 

40  R: later  READ  D : *F I LENAME , »F 

50  «S:t, 

60  R: spl i  t  at  * 

70  T: 

SO  DUMP 

90  A:=«RIGHT 

lOO  MS:  {:right>  , 

llO  R:5kip  pad  {RIGHT}  split  at  blan 

k 
120  DUMP  1 

130  T  :  I JIJ--T--J JgJ.lfrja  SLEPT  >  \ 
140  ft:1iA 
150  C:**LEFT=*A 
160  R:  sel  f  — de-f  i  ned  variable 
170  T: 

246    COMPUTCI    November  1983 


180  DUMP 

190  T:MARY  had  a  *LITTLE  LAMB 

200  T:=  =  =  end  of     example  1»  1  =  =  =\ 

The  Match  String  command  allows  you  to  split 
strings  into  sections.  There  are  several  subtle 
points  which  need  to  be  noted. 

First,  strings  in  the  Accept  buffer  are  padded 
with  a  leading  and  a  trailing  blank,  internal  blanks 
are  collapsed  to  only  one  character,  and  any  lower- 
case characters  are  switched  to  uppercase.  You 
will  never  get  a  match  on  a  lowercase  string  even 
though  it  is  not  rejected  by  the  Match  and  Match 
String  statements.  $VARIABLE  names  are  also 
restricted  to  uppercase  alphanumerics,  but  the 
Accept  and  Calculate  commands  generate  a 
warning  message,  as  should  the  Match  statements. 

Second,  trailing  blanks  are  important.  Al- 
though the  documentation  states  that  an  under- 
score character  ( _ )  is  used  to  match  on  trailing 
blanks,  the  actual  behavior  is  more  direct.  You 
simply  include  a  blank  before  the  comma  ( ,  )  or 
vertical  bar  ( I )  which  terminates  the  Match  String, 
This  feature  works  very  nicely. 

A  consequence  of  the  active  trailing  blanks, 
however,  is  that  you  must  use  the  trailing  comma 
if  you  have  a  comment  field  on  the  same  line  as  a 
Match,  or  if  you  want  to  select  on  a  trailing  blank. 
A  more  subtle  consequence  of  the  same  logic  is 
that  you  must  avoid  comments  on  an  Accept: 
$VARIABLE  line,  as  the  extra  blanks  would  be 
appended  to  your  entry. 

Third,  if  you  use  a  cursor  right  (RIGHT)  string 
entry,  the  leading  character  positions  may  be  ig- 
nored on  the  match.  A  similar  technique,  con- 
catenating an  escape  (ESC)  character  and  then 
Matching  with  a  right  cursor  escape  (RIGHT) 
(ESC),  would  allow  you  to  trim  both  the  leading 
and  trailing  blanks.  Take  a  close  look  at  Program 
1  and  try  various  other  combinations. 

The  final  technique  in  Program  1  is  the  use  of 


an  indirect  reference  to  bootstrap  a  $VARIABLE. 
This  technique,  in  "TALES  Composer"  (Program 
2),  will  allow  us  to  read  "MARY"  (Program  3)  as 
if  it  were  data,  pick  off  and  define  the  variables, 
and  then  auto-load  and  run  with  the  self-defined 
variables. 


Integrating  Ttie  Programs 

The  entire  body  of  the  text  program,  MARY 
(Program  3),  is  very  simple.  The  only  distinction 
is  that  any  word  eligible  for  substitution  must 
have  a  leading  $  and  be  in  uppercase. 

The  last  three  lines  of  Program  3  are  special: 

100  T: 
110  A: 

120  LOAD 


(or  itna^N) 


D: TALES 


When  the  user  finishes  reading  the  story  and 
presses  RETURN,  the  LOAD  statement  leaves  all 
strings  intact,  and  the  called  program  runs 
immediately. 

In  the  composer  program,  TALES  (Program 
2),  the  variables  are  cleared  and  the  screen  is 
cleared.  This  takes  the  housekeeping  responsi- 
bility away  from  Program  3. 

10  VNEW: 
20  GR:QUIT 

A  title  page  is  displayed,  and  the  user  is  asked 
to  enter  a  $F1LENAME,  for  example,  MARY.  The 
program  then  remains  active  until  a  keystroke  is 
detected.  This  important  technique  is  used  again 
in  each  of  the  user  modules. 


in  inverse  video) 


♦FLASH 


240  «FLASH 

(  over wr  i  tes 

280     J  (a>B764  =  255) 
290     A:«F1LENAHE 

Now  for  the  magic  part.  It  is  possible  to  read 
the  MARY  program  as  if  it  were  data.  The  records 
are  placed  in  $F,  which  is  then  examined  for 
SVARIABLES.  When  an  end  of  file  is  detected, 
the  TALES  program  forces  the  designated  text 
program  to  load  and  run.  This  lime,  however,  the 
SVARIABLES  have  been  defined,  and  the  sub- 
stitutions will  be  made. 

330  «NEXTOLD  READ : *F I LENAME , *F 
340  J (36228=136) : *ENDOLD 

One  of  the  stated  program  objectives  was  to 
allow  an  elaborate  response  to  certain  common 
words  and  phrases.  This  is  achieved  by  matching 
against  several  keywords  and  jumping  to  the 
appropriate  user-developed  module, 

450  MzNDUN, ADJECTIVE, 
460  JM: «NOUN, *ADJECT1VE, 
470  J:*MODEL 
480  *RETURN  A:*A 


By  following  the  pattern  provided  by  *MODEL 
and  by  using  *RETURN  as  an  exit  when  a  key- 
stroke is  detected,  you  can  add  many  special  mod- 
ules to  the  composer  program. 

Program  2:  tales  composer 

10  VNEW; C5  SPACESJC  needed  for  autor 

el  oad 
20  GR:QUIT 
30  C:3B752=1<:9  SPACES3C  cursor  o-f  f 

50  T: 

60  T:  This  program  will  scan  other  P 

ILOT  programs  on  disk  and  will  as 

k  you  to  provide  values  for  all  * 

VARIABLES. 
70  T:Your  text  programs  can  be  very 

simple  as  they  only  need  T:  state 

ment s . 
80  T: 
90  T:  30  T:Mary  had  a  *ADJECTIVE  «N0 

UN. 
lOO  T: 

llO  T:The  Teller  of  Tales  will  be  re 
loaded  if  the  last  few  lines  of 
the  te>;t  program  are: 

120  T:  

130  T:  lOO  T:{5  SPACES>  BUUJiJV  cr     WSSS 

BB33ir\<3  SPACES]  \ 
140  T: 
ISO  T:  llO  A: <5  SPACES> (  when  ready 

) 
160  T:   120  LOAD  DlTALES 
170  T: 


190 
200 
240 
250 
260 
270 
280 
290 
300 

310 
320 
330 
340 
350 
360 

370 
380 
390 

400 

410 
420 
430 

440 

450 
460 
470 
480 
490 


T: 

T: 

•FLASH  POS:6,19    C  overprint 

,   T;text  old  I *<■  J:r:1SiaM  \ 

,  POS: 6,  19 

,      Titext     old     FILENAME     >     \ 

J OB764=255) : «FLASH        C     keystroke 

fi:*FILENAME 

M;D:,C4    SPACESX:     add     D:      if     needs 

d 

,     CN:  *FILENAI1E  =  D:*FILENAME 

GR: CLEAR 

•NEXTOLD  READ: *FXLENAME, *F 

J  C3B228=136)  : »ENDDLD 

tPARSE  A:=«F 

,  MS:*, CIO  SPACES>C  find  variable 

JN: *NEXTOLD 

4STRIP  A:=*RIGHT 

,  MS:{RIGHTJ  ,{9  SPACESJt  skip  1 

eft  pad 

,     C:«F=*RIGHT{4     SPACES>C     split     a 

t     blank 

,      A:=«LEFT 

,      MS:   i  .!,   I  '■!)!)!<!>  ! 

, t3    SPACESJCY: «RIEHT=«LEFT    «MATC 

H«RIGHT*F 

JY:«STRIP<:b    SPACESJC     find     i  1  1  ega 

1 

,  M; NOUN, ADJECTIVE,   [  future 

,  JM: *NOUN, (ADJECTIVE,   C  modules 

,  J:»MODELflO  SPACESJ t  no  match 

,  Rijump  back  to  read  user  entry 

tRETURN  A:*A 


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YOUR  HOME  COMPUTER  JUST  GOT  A  WHOLE  LOT  SMARTER  WITH  THESE 

SELECTED  BOOKS  FROM  THE  PROGRAM  STORE'S 
STOCK  OF  MORE  THAN  500  BOOKS 


LEARNING  MACHINE  LANGUAGE 

We  find  that  many  Alan  owners  beconie  interested  in 
learning  aiiout  machine  lariguage,  MACHiNB  LANGUAGE 
FOFt  BEGINNERS  ( #  ^9802  $1 2.95)  will  help  ytxj  make  the 
transition  From  BASIC  to  machine  language  with  relative 
ease.  The  t>ook  assumes  you  kr>ow  BASIC  an<3  shows  you 
how  to  write  machine  language  programs.  Inctudes  a 
BASIC  program  developed  from  writing  machine  langjage 
to  disassembling  it. 

To  start  in  machine  or  assembly  fanguage,  you  need  an 
assemblef  and  most  people  start  wrth  the  Atari 
ASSEMBLER lEDITOR  CAftTRfDGE  (#14308  £56,95),  But 
its  operating  manual  assumes  that  you  already  know 
assembly  language  THE  ATARI  ASSEMBLER  BOOK 
(*  11002  514. 95)  by  Don  arxj  Kurt  Inman  will  guide  you 
through  the  rudiments  m  dear,  easy  steps. 

As  you  become  more  interested  in  using  assembly 
language.  6502  ASSEMBLY  LANGUAGE  SUBROUTiNES 
(#18605  S17.95}  is  ideal-  From  Osborne/McGraw-Hill, 
Lance  Leventhal  describes  general  6502  programming 
methods  arxJ  provides  code  lor  more  than  40  subroutines 
which  you  can  learn  Irom  and  use.  This  book  is  excellent 
lor  those  who  learn  &esl  by  examples. 

INSIDE  THE  ATARI 

If  you  are  interested  in  how  to  get  animation,  scrolling 
screens,  alternate  character  sets,  player-missile  graptiics, 
new  sounds,  and  other  featufas  the  Atari  is  capable  of. 
than  you  wilE  need  DE  RE  ATARI  (#1 1798  $19.95).  This 
booK.  ready  for  a  three  rrng  binder,  shows  you  how  to 
exploit  the  many  hardware  and  operating  system  features 
that  make  the  Atari  so  tremendously  versatile.  The  authors 
do  this  in  an  easy  to  read  text  with  examples,  H  you  want  a 
more  technical  style,  get  Atari  s  TECHNICAL  REFERENCE 
NOTES  MANUAL  (#31318  $19.95)-  We  strongly  recom- 
mend this  book  to  anyone  doing  assembly  language 
programming. 

The  power  is  inside  your  Atari  but  MAPPING  THE  ATARI 
(#29831  514.95}  shows  howlo  use  it,  Ian  Chadwich's 
extensive  research  for  Compute !  Books  resulted  in  this 
comprehensive  resource,  memory  guide  and  learning  aid. 
Completely  cross-referenced  with  detailed  tutorial  com- 
mentary on  all  ma}or  memory  locations,  this  book  should 
be  part  of  every  machine  language  pnsgrammer's  library. 


SOURCE  OF  ALL  PROGRAMS 

Soun::e  listings  provide  you  with  the  assembly  language 
code  of  the  onginal  programmer  These  are  very  useful  to 
learn  how  a  program  wor^s  (e.g.,  BASIC),  to  leam  Iww  a 
pfofessional  programs,  arKi  to  learn  how  to  use  the 
routines  in  your  programs. 

THE  ATARI  BASIC  SOURCE  BOOK  (#19606  S12.95) 
gives  you  not  only  a  source  listing,  t>ut  also  tells  you 
everything  you  always  wanted  to  know  a&out  the  makmg 
of  a  computer  language.  Even  BASIC  programmers  will 
enjoy  reading  about  the  details  of  how  Atari  BASIC  works. 

Similarly,  INSIDE  ATARI  DOS  [025973  $19-95)  is  the 
comprehensive  manual  on  the  disk  file  manager,  com- 
monly known  as  Alari  DOS  2.  OS. 


TH6/y^ 
PROGRflm /TORE 


Everyone,  even  the  most  accomplished  BASIC  programmer  needs  a 
good  reference  manual  to  get  ttie  most  out  of  Itieir  computer.  YOUR 
ATARI  COMPUTER  (#10629  $17.95)  provides  a  comprehensive,  all-in- 
one  guide  tor  any  user,  beginner  or  expert.  We  recommend  it  over  ottier 
texts  because  of  its  tiandy  alphabetical  glossary  of  statements  and 

functions:  its  coverage  of  advanced  BASIC  and  graphics; 

tips  on  hard  ware,  peripherals  and  compatible  software;, 

and  more! 

ATARI  GRAPHIC  MAGIC 

Almost  every  Atari  owner  is  interesJed  in  programming 
mora  graphics.  Graphics  are  one  of  the  best  features  of  the 
marvelous  Atari  and  we  have  found  three  excellent  books 
tor  almost  any  programmer 

NEW!  Tom  Rowley,  in  DESIGNS  FROM  YOUR  MIND 
(#38584  S12.95).  introduces  shapes,  colors,  3-D  and 
screen  composrtion  with  many  sample  programs,  in  the 
second  part  ot  this  excellent  tutorial  he  covers  the  ad- 
vanced features  of  player  missile  graphics,  collision  regis- 
ters, display  list  interrupts,  character  sets  and  animation. 
We  highly  recommend  it, 

COMPUTEVS  FIRST  BOOK  OF  ATARI  GRAPHICS 
(#23746  $12.95)  has  games,  tutorials,  programs  and  more 
collected  together  for  the  first  lime  You'll  enjoy  the  many 
how-to  articles  and  learn  the  graphic  tricks  of  many  of  the 
leading  authors- 

ATARI  SOUND  AND  GRAPHICS  (#20125  £10.95)  pub- 
lished by  John  Wiley  is  an  excellent  self 'teaching  guide  fof 
those  Seaming  BASIC.  You'll  compose  and  play  meloOies. 
draw  cartoons,  create  sound  effects  and  simpte  games 
while  learning  BASIC.  A  perfect  gift  for  your  favorrte  Atari 
user! 


V1SICALC  USERS 

If  you're  using  ATARI  VISICALC  (#1593a  S199.9S)  or 
thinking  aboul  buying  rl,  you'll  want  10  learn  more  atjoul  lis 
expanded  uses  in  WE  VISICALC  BOOK.  ATARI  EDITION 
(*38360  $14,95)  Donald  Bflll  understands  ihat  ihe  power 
□I  VisiCalc  IS  designing  good  models  so  he  snows  you  how 
to  build  a  model,  enlor  data  and  enplore  all  aspects!  The 
larger  number  of  practice  problems  will  increase  your  skills 
and  understanding.  Malte  VisiCalc  work  lor  you! 

And  if  you  are  toothing  tor  more  examples,  including 
home  management,  personal  finance,  general  business 
and  more,  then  you  should  gel  VISICALC  HOME  AND 
OFFICE  COMPANION  (#10719  $15,95).  Its  one Ol OUf 
besi  sellers! 


COMPUTER  KIDS 

For  holiday  gifts  for  the  kids,  you  won't  want  to  pass  up 
KIDS  AND  THE  ATARI  (#32050  $19,95)  fOf  the  10  to  14 
year  old  who  wants  to  become  a  computer  wizard. 

The  younger  kids  will  like  Creative's  new  edition  of 
COMPUTERSFOR  KIDS,  ATARI  VERSION  (#10179 
S5.95).  This  BASIC  programming  manual  includes  the 
sure -to- pi  ease  program,  "Scare  Mom  with  an  Etephanl." 
Oetailed  instructions  and  sketches  plus  a  glossary  of 
stalements  and  commands,  lesson  plans,  and  tips  lor 
parents  all  induded. 

For  the  preschoolers,  we  suggest  COMPUTER 
PARADE  by  D'Ignazio  and  richly  illustrated  by  Gilliam 
($9.95.  hardcover).  Katie  and  her  brother  arrive  m  Cyi?er- 
nia  just  in  lime  to  learn  how  music  js  made  from  Colonel 
Byle.  This  is  the  second  in  the  extremely  popular  series  ol 
K4n£AWD  THCCOMPt/TEfl  (#10168  Se-95,  hardcover). 


500  ,  C:«*LEFT=*A 

SIO  ,   R :  aut  o  — de-f  i  ne  the  text  variabl 

e 

520  J:*PfiRSE 

530  *ENDOLD  GRsQUIT 

540  T:<CLEAR>\ 

SSO  L0«D:*FILENAI1E 

560  E: 

570  «NQUN  R: dummy  module 

580  tADJECTIVE  Rsmodule 

590  tMODEL  GRiCLEAR 

600  T: fCLEAR> 

620  T:t3iSI3i  «LEFT  >  \ 

630  tFMODEL  SRiPEN  YELLOW 

640  ,  BR  («D<<?0)  :  PEN  RED 

650  ,  GR(«D<40) : PEN  BLUE 

660  ,  C;«D=?\120 

670  ,  5D:ttD 

6BO  ,  GRsSOTO  «D-90, ?\ 40-15; TURNTQ  4 

5 

690  ,  GRs 4 (DRAW40; TURN90) 

700  J OB764=255) ; tFMODEL   C  keystrok 

e 

710  SOsO 

720  JstRETURM 

Program  3:  MARY  Text  Program 

lO  R:  D:MARY<:3  SPACES>old  text  PILOT 

program 
20  Ts  tCLEARD 
30  T  :  asriTiM !  f  ;1  tXimpl  *  *  *  rfWa^^W-TSTT 

40  T: 

50  T:«MARY  had  a  «LITTLE  *LAMB. 

60  T;It'5  *FLEECE  was  *WHITE  as  «SNO 

W. 
70  T:And  everywhere  that  *MARY  went, 
80  T:The  *LAMB  was  sure  to  «G0. 
?0  T: 

lOO  T:  {9  SPACES }Ba3I3K3iir\ 
1  lO  A: 

120  LOAD  D:TALES 
130  E:  © 


Use  the  handy 

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in  the  back  ot  the 

nnagazine  tor 

infornnation  on 

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COMPUTE! 


250     COMPUTE1     November  1983 


SUPER  DISK 


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found  on  the  Commodore  drives,  and  Super  Disk' 
recognizes  the  full  instruction  set  of  the  Commodore  drives. 
Super  Disk^  offers  RAM  area  within  the  disk  unit,  a  serial  and  an 
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IGKRAM    $59 

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BANANA  PRINTER  (80  COLUMN)    225 

DISPLAY  MANAGER  (40/80  COL)  (WITH  WORD  PROC.)    . .  89 
RABBIT  [EASTERN  HOUSE)  [VIC  OR  64)  35 

HES  mam  (with  software]  (uic  or  64)  59 

HES  MON  ASSEMBLER  (C)  (UIC  OR  64)    29 

DUST  COVER  (VIC.  64.  BOD.  400.  810.  or  410) 7 

QUICK  BRDWN  FOX  (C)  (VIC  OR  64)   54 

SWORD  OF  FARGOAL  (T)  ZIK   23 

COM-64 

WORDPRO  3  •  |0|  69 

VIDEOPAK  80  (80  CDLUMNI  159 

Z-80  VIDEOPAK  (WITH  CPMj  259 

6502  PROF.  DEV.  SYSTEM  [Tl  23 

PRACTICALC  SPflEAD  SHEET  |DJ  42 

LASEfl  STRIKE  (T)  ZZ 

ELEMENTARY  B4  IBOOKj  14 

TOTL  LABEL  [T|  jUIC  OR  64)  17 

JUMP  MAN  (D.T)  29 

ROBBERS  OF  LOST  TOMB  ID.T]  21 

FORT  APOCALYPSE  ID.T]  26 

JAWBREAKER  (Cj  26 

FHOGGER  [D,T|  26 

ANNIHILATOR  IT]  18 

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TECHNICAL  NOTES 

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THE  COMM 


•   §!• 


CHARACTER  SET 


Dan  Carmichael  Assistant  Editor 


The  character  chart  on  the  following  pages  contains 
all  the  character  information  you  will  need  while  pro- 
gramming your  VIC-20  or  your  Commodore  64.  Keep  it 
by  your  computer  for  handy  reference. 

Here's  a  handy  and  essential  chart,  including  infor- 
mation on  decimal,  hexadecimal,  BASIC,  6502, 
ASCII,  and  screen  POKE  codes.  Please  note  the  fol- 
lowing conventions: 

BASIC  -  lists  the  BASIC  (language)  keyword 
tokens. 

6502  -  contains  the  numeric  representation  of 
the  6502  instruction  set.  Zero  page  operations  are 
listed  with  ZZ.  Immediate  operations  are  listed  with 
II.  Others  are  listed  with  NNNN. 

ASCII  -  contains  the  Commodore  ASCII  con- 
trol and  character  codes. 

Screen  Display  -  lists  the  character  codes  for 
POKEing  to  the  screen.  Set  1  and  Set  2  correspond 
to  uppercase  and  lowercase,  respectively.  Both  sets 
cannot  be  displayed  on  the  screen  at  the  same  time. 
Switch  to  Set  2  by  simultaneously  holding  down 
the  SHIFT  and  COMMODORE  keys  or  POKEing 
53272,23.  To  return  to  uppercase  again,  press  the 
SHIFT/COMMODORE  keys  or  POKE  53272,21. 

Screen  display  characters  may  also  be  displayed 
in  reverse  character  mode  by  adding  128  to  the  val- 
ues that  are  listed. 

Standard  ASCII  -  gives  values  for  standard 
ASCII  codes.  These  codes  can  be  used  for  controlling 
printers  or  when  standard  ASCII  values  are  needed, 
as  in  telecommunications  applications. 


STANDARD  ASCII 

1 

start  of  hieading 

2 

start  of  text 

3 

end  of  text 

4 

end  of  transmission 

5 

enquiry 

6 

acknowledge 

7 

bell 

8 

bacl<space 

9 

tiorizcnto;  tabulation 

10 

line  feerJ 

11 

vertical  tabulation 

12 

form  feed 

13 

carriage  return 

14 

shift  out 

15 

shift  in 

16 

data  link  escape 

17 

device  control  1  (X-on) 

18 

device  control  2 

19 

device  control  3  (X-off) 

20 

device  control  4 

21 

negative  acknowledge 

22 

synchronous  idle 

23 

end  ottfonsmission  block 

24 

cancel 

25 

end  of  medium 

26 

substitute 

27 

escape 

28 

file  separator 

29 

group  separator 

30 

record  separator 

31 

unit  operator 

NoverTiber1<?83    COMPUHI     251 


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170 

Cail 
S5 
29 

125 
20 
64 
56 
64 
32 
32 
64 


89 


APPLE— FRANKLIN  ITEMS 

KRAFT  Apple  Joystick  40 

iOK  HAM  Card  lor  Apple  59 

Solid  Oak  2  Level  Stand  for  Apple  29 

Serial  Card  for  Apple  99 

MPC  RAM/SO  column  card  for  IIE  (AP/TXT]  139 

Z80  Softcard  arel  CP/M  (MicrosoflJ  235 

RANA  Elite  I  with  Controller  389 

Parallel  Printer  Interlace/Cable  79 

Apple  Ounipling  (Micmteltl  Priitler  Interface  115 

Apple  Duinpling  with  1 6K  Buller  160 

Grapplor -*- Interface  129 
Kraft  Products  for  Apple  in  stock 

DC  Hayes  Micromodem  II  299 

PFS:  File  1 00 

PFS:  Report  100 

Videx  80  Coljmn  Card  209 
Hayden  Softurare  ler  Apple  20%  OFF 

Apple  Blue  Book  19 


Qcommodore 

See  us  lor  Personil,  Business,  and  EtJucalinnal 
requirements.  Educational  Discounts  available. 

PEtSCAN  I      $245  base  price 

Allows  you  10  connect  up  10  30  CBM/PET  Computers  to 
shared  disk  drives  and  printers.  Completely  transpareni  to  t  tie 
user.  Perfect  lor  schools  or  multiple  word  processing  con- 
liguralions.  Base  conliguralion  supports  2  compclers.  Addi- 
tional computer  hookups  SI  00  each. 


COMPACK/STCP 


$115 


Inlelligent  Terminal  Package  for  PET,  CBM,  C64 

Includes  ACIA  Hardware  /  STCP  Software 

V^2IEEEtoParailelTnterface  110 

Includes  case,  power  supply,  lull  8-bit  transmission,  and 
switch  selectable  character  conversion  to  ASCII. 

vibED  MANCE'R"ffl7c"Dmmoilore'B4 69 

Realize  video  quality  equal  or  better  than  composite  monitor 
using  standard  color  IV 

"sCREEHHAKE"R80'Coiu™Ail'apterinrC"B"4 1'Ts 

Provides  big  screen  capability  lor  business  applications. 

GENIsis  Computer  Corp 

VIConlnller  jlor  C64  as  well)  50 

combine  with  BSR  modules  for  home  or  business  contrcri 
C0MSENSEReiDiileSenslngAdapleriorC64orVIC  35 
COM  VOICE  Synthesizer  lor  C64  or  VIC  139 

includes  software  foi  test  to  speech,  pitch,  etc 
COM  CLOCK  Real  Time  Clock  with  battery  backup       45 

VIC  20  Pmdiicts  and  Salturart  in  slock 

Ttiofn  EMI  Software  UMI  Software 

ABACUS  Software  HES  Software 

16K  RAM  for  VIC  64       Vanilla  Pilot 

VICTORY  Software  for  VIC  and  C64 
Street  Sweepers  (VIC)     1 2       Kongo  Kong  (VIC) 


Night  Rider  |VIC) 
Annihilatof 
Adventure  Pack  II 
Educational  Pack  I 
Strategy  Pack  I 


11 
16 
16 
11 
16 


Cosmic  Debris  (VIC) 

Adventure  Pack  I 

Metamorphosis 

Trek 

Grave  Robbers 


27 

)6 
12 
16 
It 
12 
12 


PAPER  CLIP  Word  Processor  109 

ORACLE  Data  Base  Iron  Batteries  Indudtd  125 

Commodore  64  Programmers  Reference  Guide  16 

MicroCiiess  lor  C64— 8  levels  ol  play  1 9 

Compute's  First  Book  of  PET/CBM  1 1 

C64  or  VIC  SWITCH  125 

POWER  ROM  Ulihlies  lor  PET/CBM  78 

WonlPro  3+/G4  69 

WordPro  A+  -  B032.  disk  printer  295 
SPELLMASTER  spelling  checker  for  WordPro 

VISICALCfor  PET.  ATARI,  or  Apple  189 

PET-TRAX  PET  to  Epson  Graphics  Soltware  40 

SM-KIT  enhanced  PET/CBM  ROM  Utilities  40 

Programmers  Toolkit  -  PET  ROM  Utilities  3S 

EASY  CALC  lor  C64  65 

PET  Spacemaker  II  ROM  Switch  36 

COPYWRITER  Word  Processor  lor  CB4  69 

2  Meter  PET  lo  IEEE  or  IEEE  to  IEEE  Cable  40 

Dust  Cover  for  PET  CBM.  4040,  or  8050  8 
CmC  Interfaces  (ADA1  BOO.  ADA1450.  SADI  in  stock) 

Pmgrainming  the  PET/CBM  (Compute!)  —  R.  West  20 

Compute!  first  Book  of  VIC  11 

HES  MODEM  with  Soltware  65 
HES  Soltware  and  Hardware  in  slock 
JMI  products  in  slock 

GiWuNNES'lHisiviCorCM H 

COCO  (HES)  Tutorial  for  C64  39 

Public  Domain  Disks  for  C64  65 

AgressoriHES)  29 
HES  Turtle  Graphics  VIC  29  C64  49 
HES  Writer                     VIC  30                            C64  34 

Grand  Master  Chess  (UMI)  C64  or  VIC  27 

Renaissance  (UMI)  VIC  29  C64  24 

Synlhesound  (H£S]  44 

HES  MON                      VIC  or  C64  29 

6502  Professional  Developement  System  (HES)  24 


Robot  Panic  29 


Pirates  PenI  29 


Relm  Ball  29 


DISK 
SPECIALS 


Scotch  [3M)  5"  ss/dd 
Scolch  (3M)  5"  ds/dd 
Scolch(3M)B"ss/sd 
Scotch  (3M)e-' ss/dd 


10/2.20  50/2.00  100/  1.95 

10/3  05  50/2.80  100/2.75 

10/ 2.30  50/2.10  100/2.06 

10/2.85  50/2.70  100/2.65 


We  stock  VERBATIM  DISKS 

Write  for  Dealer  and  OEM  prices. 

Sentinal  5"  ss/dd  10/1.90  50/1.85  100/1,80 

Sentinal  5"  ds/dd  10/2.55  50/2.50  100/2,45 


We  stock  Dysan  disks 


Wahasns  ■  ss/sd 
Wabash  5"  ss/dd 
Wabash  8"  ss/sd 


10/1.60  50/  1.55  100/145 
10/1.90  50;  135  100/1.75 
10/2  00  50/1.95  100/1.85 


We  stock  MAXELL  DISKS 

Write  for  deaJer  and  OEM  prices. 

Disk  Storage  Pages     lOforSS    Hub  Rings  50  lor  S6 
Disk  Library  Cases      8"— 3,00  5"— 2.25 
Head  Cleaning  Kits      11 

CASSEHE  TAPES-AGFA  PE-611  PHEMIUM 

C-10  10/61       50/ .58        100/ .50 

C-30  10/ .85      50/82        100/. 70 

OATASHIELD  BACKUP  POWER  SOURCE        265 

Baitery  back  up  Uninterruptible  Power  Supply  with  surge  and 
noise  (illering  The  answer  to  yoor  power  problems 

Zenith  ZVM-121  Green  Ptcsphor  Monitor  95 

Zenith  new  color  and  monochrome  monitors  in  stock 

MoltiPlat^lBM  or  Apple  186 

Quadboard  lor  IBM  available 

Peachlext  5000  Software  Package  219 

PFS  Soltware  lor  IBM  and  Apple  in  stock 

VOTRAX  Personal  Speech  System  280 

VOICE  BOX  Speech  Synthesizer  (Apple  or  Atari) 

CompuServe  Subscription  (5  flours  free)  35 

Oynat  (Brtthei)  DM  &  Daisy  Wheel  Printer  469 

Itoh  Piowriter  Parallel  Printer  379 

Paaasonic  1090  Printet  with  Correspondence  Mode  319 

USI  CompuMOD  4   R  F  Modulator  39 

Daisywnler  2000  with  48K  buffer  1050 

Many  printers  available  (Gemini-Slar,  Brother.  OKI.  etc.) 

We  Slock  AMDEK  Monitors 

AmdekDXY-t  00  Plotter  590 

A  P  Products  15%  OFF 

Walanabe  Intelligent  Piolter  990                  6-p«n  1290 

BROOKS  6  Dvtlet  Surge  Suppressor/Noise  filter  54 

We  stock  Eieclrohome  Monitors 

Synerlek  SVM-I  Micrtcomputer  139 

ALL  BOOK  and  SOFTWARE  PRICES  DISCOUNTEO 


Panasonic  12"  Monitor  (20  MHz)  with  audio 
Panasonic  CM  60  Dual  Mode  Color  Monitor 


139 

259 


USI  Video  Monitors— Green  or  AMBER  20  MHz  hi-tes. 
Dealer  and  OEM  inquiries  Invited 


rgtanf 


data 
systems 


HERO  1  Robot  (factory  assembled)  2145 

Z29  Tertnifial  (DEC  and  ADM  compatible)  680 

ZT-1 0  InteL  Terminal  witii  Serial  Port  340 

Zl  DO  1 6-bit/8-blt  Systetns  in  stock  CALL 

We  stock  entire  Zenith  line 


ATARr 

SPECIALS 

WE  STOCK  ENTIRE  UNE-write  for  prices. 

Software  for  Atari  in  stock 


215-822-7727 

252  Bethlehem  Pike 
Colmar,  PA  1891 5 


A  B  Computers 


WRITE  FOR  CATALOG.  Add  S1.50  per  order  for  United  Parcet 
We  pay  balance  of  UPS  surface  shipping  cfiarges  on  all  prepaid  orders 
(add  extra  for  mail,  APO/FPO,  air).  Prices  include  cash  discount. 
Regular  prices  slightly  higher.  Prices  subject  to  change. 


OAK  STAND-C64,  VIC,  Apple,  Atari  29 

Beaulilul  natural  solid  oak  two- level  siand.  Resis  on  lable 
atMve  computet.  Holds  disk  drives/cassette  decK  as  well  as 
your  monilor/TV, 

KMMM  PascallV.t  forPET/CBM/C64  $95 
Full-featured  Pascal  for  Commodore  Comfiuters. 

Now  suitable  loi  all  Advanced  Placement  Courses. 
Includes  all  leatures  ol  toll  Jensen-Wirth  Pascal  except  WIDTH, 
SETS.  RECOftD  VARIANCE  (plus  has  STRING  extension) 
Includes  mactiine  language  Pascal  Source  Editor  (with  Syntax 
ctiecking),  mactiine  language  P-Code  Compiler.  P-Code  to 
mactime  language  Translator  or  optimized  object  code,  Rurv 
tiine  package,  User  Manual,  and  sample  programs. 
Refluiies  32K  Please  specify  amdguration. 

EARL  for  PET  (disk  file  based)     S65 

Editor,  Assenitiler,  fjdoeater.  Linker 

Generates  leteatabie  ot)|ect  code  using  MOS  Technology 

mnemoncs  Disk  file  input  (can  edit  files  larger  ttian  menoryj 


Paperclip  (Batteries  Included] 

Extremely  comprehensive  word  processor  for  Commodore  and 
Commodore  64  computers.  Has  features  of  WordPro,  plus 
advatKed  luncbons  like  horizontal  scroll,  column  move,  column 
arilfimetic.  column  sort,  and  comprehensive  printer  support, 

Delplirs  ORACLE  (Batteries  Included) 

Compiehensive  Data  Base,  Report  Writer,  Mail  Label  system 
allowing  large  record  size  (over  8000  characters)  witli  the 
numOer  of  records  in  a  file  limited  only  by  disk  capacity  (7  5 
MB  on  9090  drive).  Fast  machine  language  routines,  including 
full  multilevel  sorts 

Super  BusCard  (Batteries  Included) 

•  full  buffered  IEEE488  bus  for  speed 

•  cartridge  extension  slot. 

•  parallel  printer  port 

•  DOS  'wedge"  commands  included 

•  machine  language  monitor  included 

•. . MT. Jp;.  ii^.  .I?.^."  .?^S  l_C  4 , 0_top_tjorial[,_ 

RAM/ROM  for  PET/CBM 

4K  or  8K  bytes  of  soft  ROM  optional  battery 
backup. 

tJse  RAM/ROfi(  as  a  software  development  tsjol  to  store  data 
or  machine  code  beyond  the  normal  BASIC  range,  or  to  load  a 
ROM  image  to  avoid  ROM  socket  conflicts.  Possible  appli- 
cations include  machine  language  sort  (suefi  as  SUPER- 
SORT),  universal  wedge.  Extramon,  etc 
RAM/flQM-4K      S75  RAM/ROM  -  BK        90 

Battery  Backup  Option  20 

P0RTMAKERDUALRS23ZSEHIALP0RT    S63 

Two  pOfls  witit  full  bipolar  RS232  buffering.  Baud  rales  from 
300  to  4800.  For  PET/CBM,  AIM,  SYM, 


SuperGraphics  2.0 


NEW  Version  with  TURTLE  GRAPHICS 

SuperGraphics.  by  John  Fluharty,  provides  a4K  machine 
language  extension  which  adds  35  comraaixls  to  Commodore 
BASIC  to  allow  fast  and  easy  plotling  and  manipulation  ol 
graphics  and  shapes  on  the  PET/CBM  video  display. 

SOUND  commands  allow  you  to  initiate  notes  or  songs 
from  BASIC,  and  then  play  them  m  tfie  background  mode 
without  interfering  with  your  BASIC  program. 

Additionally,  seven  new  TURTLE  commands  open  up  a 
wliole  new  dimension  in  graphics 

Specify  machine  model  (and  size).  ROM  type, 
SuperGraphics  in  RO M  (SAOOO  or  S9000)     S45 
Volume  discounts  available  for  schools 


NEW 
VERSION  2 

now  for  C64 


for  PET/CBM  CompulEi^ 
FLEX-FILE  IS  a  set  of  flexible,  friendly  programs  trj  allow  you  to 
set  up  and  maintain  a  data  base.  Includes  versatile  Report 
Writer  and  Mail  Label  routines,  and  documentation  lor  pro- 
grammers to  use  Data  Base  routines  as  part  of  other  pro- 
grams, 

RANDOM  ACCESS  DATA  BASE 
Record  size  limit  is  256  characters.  The  number  of  records  per 
disk  IS  limited  only  by  record  size  and  free  space  on  the  disk. 
File  maintenance  lets  you  Step  forward  or  backward  through  a 
file,  add,  delete,  or  change  a  record,  go  to  a  numbered  record,  or 
lire)  a  record  by  specifier!  field  (or  partial  fieldi  Field  lengttis 
may  vary  to  allow  maximum  inlormalion  packing  Both  sub* 
totals  and  sorting  may  be  nested  up  to  5  fields  deep.  Any  field 
may  be  specified  as  a  Key  Sequential  lite  mpu  t  and  output,  as 
well  as  (lie  output  in  WordPro  and  PaperMatelormat  is  suppor- 
ted. Record  size,  fields  pef  record,  and  order  of  fields  nnay  be 
changed  easily. 
MAILING  UBELS 

Typical  mail  records  may  be  packed  3flOD  per  disk  on  8050 
( 1 400  in  4D40)  Labels  may  be  printed  any  number  wide,  and 
may  begin  in  any  column  position  There  is  no  limit  on  the  num- 
ber or  order  of  lieids  on  a  label,  and  complete  record  selection 
via  type  code  or  field  condition  is  supported, 
HEPGHT  WRITER 

Flexible  printing  formaL  including  field  placement,  decimal 
lustification  and  rounding  Define  any  column  as  a  series  of 
math  or  trig  lunctions  performed  on  other  columns,  and  pass 
results  such  as  running  total  from  row  to  row  Totals,  nested 
subtotals,  and  averages  supported.  Complete  record  select  ion, 
including  field  within  range,  pattern  match,  and  logical  lunc- 
tions can  be  specified 

FLEX-FILE  2  bv  Mlcliael  Riley       $110 

?J.y?.lfE™BM/yiC3^32!l.pisK_Sp_eci_fy__co!i^^^^^ 

SCREEN  MAKER (cgrs  microtech)     $1 49 

BO  Coluitin  Ailipttr  for  CDjnnnidcire  64 
Expand  your  computer  lor  business  applications.  Provides  80 
column  X  24  line  display  m  a  2K  video  RAM,  Linking 
software  provided 

Copy-Writer  Word  Processor  $69 

Full-featured  professional  word  processor  with  over  800  lines 
ol  text  per  memory  load  on  C64  Has  leatures  not  available  in 
many  word  processors  such  as  double  column  printing,  hui  It  in    i 
graphic  capability,  shorthand  notations,  and  ability  to  support 
ail  printer  codes 

McTALCOMBtKAflON  PACKAGE    SZOO 

Includes  SCREEN  MAKER  AND  Copy  Writer  lor  C64 

PROGRAM  YOUH  OWN  EPROMS  $75 

Branding  Iron  EPROM  Programmer  tor  PET/CBM  software  lor 
all  ROM  versions  Includes  all  hardware  and  soltware  to  pro- 
gram Of  copy  2716  and  2532  EPROMs. 

DISKLCi  $40 

Intensive  Care  Unit  by  LC.  Cargile 

COMPLETE  DISK  RECOVERY  SYSTEM  FDR  CBM  DRIVES 

Edit  disk  blocks  with  ease,  duplicate  disks,  skipping  over 
bad  blocks,  un-scratch  scratched  liles;  check  and  correct 
scrambled  files,  recover  improperly  closed  files. 

Includes  complete  diagnostic  facilities,  extensive  treat- 
ment of  relative  files,  optional  output  to  IEEE488  printer,  and 
comprehensive  user  manual  (an  excellent  tutorial  on  disk 
operation  and  theory) 

Furnished  on  copy-protected  disk  with  manual. 
Backup  disk  available.  StO  additional 

CBM  Seltwirt 

SUBSOHT  lor  PET/CBM  35 

-excellent  general  purpose  machine  language  sort  routine 
COMAL  Packige  for  CBM  25 

-includes  software  on  disk,  and  Comal  Handbook 

BASIC  INTERPRETER  lor  CBM  8096  $95 
PEDISK  II  Syslems  Iron  cgrs  Micratech  availible. 
FILEX  IBM  374 l/Z  Data  Eii:liaiige  Soltwars  itailabk 
JINSAM  Data  Base  Management  System  lor  CBM. 

CASK  MANAGEMENT  SYSTEM  lor  CBM  S45 

Petspeed  BASIC  Compiler  120 

Integer  BASIC  Compiler  120 

BPI  Accounting  MorJules  280 

UCSf)  Pascal  (without  board)  135 

Wordcraft  80  or  8096  265 


FORTH  for  PET     $50 

BY  LC.  Cargile  and  Michael  Riley 

Features  include 

-lull  FIG  FORTH  model 

-  all  FORTH  79  STANDARD  extensions 

-  structured  6502  Assembler  with  rwsted  decision 

macros 

-  full  screen  editing  (|ust  as  in  BASIC) 

-  auto  repeal  key 

-  sample  programs. 

-  standard  size  screens  (16  lines  by  64  characters). 

-  150  screens  per  diskette  on  4040,  480  screens  on 

8050, 

-  ability  10  read  and  write  BASIC  sequential  files. 

-  inlroductory  manual  and  reference  manual 

For  Commodore64. or  any  t6K/32K  PET/CBM  with  ROM  3or 
4,  and  CBM  disk  drive  Please  specify  configuralion  when 
ordering 

Metacomfiller  lor  FORTH  S30 

Simple  metacompiler  for  creating  compacled  object  code 
which  can  be  run  indepervdently_  (without  FORTH  system) 


PageMate 

60  COMMAND 

WORO 

PROCESSOR 

by  Michael  Riley 


Paper-Mate  is  a  fuli-teatured  word  processor  for  Com- 
modore computers  Page-  Mate  incorporates  50  commands  to 
give  you  lull  screen  editing  with  graphics  for  all  I6K  or  32K 
machines  (including  8032).  all  printers,  and  disk  or  tape  drives. 
Many  additional  features  are  available  (including  most  capa- 
bilities of  WordPro  3). 

Page-  Mate  lunctions  with  all  Commodore  machines  with  at 
least  16K  with  any  pnnter,  and  either  cassette  or  disk 

Toorder  Page-Male,  pleasespecify  machine  and  ROM  type 

!!?a?:MaJ.?.(^!sK.'![J3peIAoj.fEJ:.?.?M'.yj.?;.?i.'l ?.4P 

SM-KIT  lor  PET/CBM  $4G 

Enhanced  ROM  based  utilities  lor  BASIC  4.  Includes  both  pro- 
gramming aids  and  disk  handling  commands, 

STAT  lor  PET/CBM  an!lC64  95 

Comprehensive  Slatlslical  Analysis  Routines 

Includes  complete  disk-based  handling  loutmes  Features 
normal,  T,  Chi-Square,  F,  binomial,  Poisson,  and  exponential 
distributions,  oneway  ANOVA;  two  way  ANOVA:  contingency 
analysis,  linear  regression,  data  iranslorraation.  histogram, 
curve,  and  scatter  plotting,  and  random  sample  data  gener- 
ation 
Specily  machine  type  and  drive  when  ordering. 

Commodore  64 

Hunter-Killer  •  Cttntnodiire  G4  1 5 

■  authentic  naval  warfare  game  (complete  with  sonar) 

BASM  Compiler  and  Assemblei  85 

WordPro  3+/64  75 

Vanilla  PILOT  with  Turtle  Graphics  27 
-  also  includes  sound.  Toolkit,  loyslick  support 

Comnrodore  64  Programmer  Relerence  Guide  16 

EARLY  GAMES  lor  Young  Ctiimren  2S 

PETSPEED  Cimiiiler  C8 4  120 

CALC  RESULT  ADVANCED  Spread  Sheet  Piclrage  135 

1000  Miles  (Mille  Bornes  Game)  9 

MicroCheM  19 

Adventure  (disk|  9 

PILOT  64  45 

LOGO  64  45 

Easy  Calc  54  65 

MAE  Assembler  -  C64  85 

Syniny-64  music  and  sound  synthesizer  26 

Tiny  BASIC  Compiler  17 

Assembly  Language  Tutorial  -  064^10  27 

ScreenGraphics-54  aOlJs  BASIC  Graphics  22 
Abacus  Software  in  stock 


SOFTWARE  L'.' 

All  Victory  Software  in  stock. 


215-822-7727 

252  Bethlehem  Pike 
Colmar,  PA  1891 5 


A  B  Computers 


WRITE  FOR  CATALOG,  Acjd  S1.50  per  ortjer  for  United  Parcel. 
We  pay  balance  of  UPS  suriace  shipping  charges  on  all  prepaid  orders 
(add  extra  for  mail.  APO/FPO,  air).  Prices  include  cash  discount. 
Regjiar  prices  slightly  higher.  Prices  subject  to  change. 


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254    COMPUTE!    November  1983 


imiiiP 


i  Here's  An  Alt%^i  nativ( 
Floppy  Disk  Drive 


or 


I 


Super  Disk  is  a  Commodore  com- 
patible disk  drive  designed  to  interface 
to  the  various  Commodore  computers 
such  as  the  PET,  VlC-20,  and  the 
Commodore  64.  The  disk  drive  is  com- 
patible to  the  model  4040,  2031 .  1540, 
and  1541  disk  drives  and  recognizes 
programs  generated  on  any  of  these 
disk  drives.  The  capacities  are  com- 
parable to  those  found  on  the  Com- 
modore drives,  and  Super  Disk 
recognizes  the  full  instruction  set  of  the 
Commodore  drives.  Super  Disk  offers 
8K  RAM  area  within  the  disk  unit,  and 
a  serial  and  an  IEEE  bus  interface.  The 
following  technical  specifications  apply 
to  Super  Disk. 

Disk  Parameters:  5.25  inch  single-sided,  dou- 
bie  density  diskette  media;  number  of  tracks  — 
35;  number  of  sectors  per  track  —  17  to  21 
(variable);  sector  size  —  256  bytes;  number  of 
sectors  per  disk  —  683. 

Capacities:  User  sectors  per  disk  -  667;  disk 
capacity  -  174,348;  data  capacity  -  168.656; 
relative  data  capacity  —  167,132;  program 
capacity  —  168,656;  directory  capacity  —  144 
Filenames. 

Electrical  Interface:  Power  requirements  —  in- 
put voltage  -  110/220  volts  +/-  10%;  frequen- 
cy —  50  or  60  Hertz;  power  —  30  watts.  Com- 
puter interface  —  Commodore  type  SERIAL  bus 
or  Commodore  type  IEEE  bus. 

System  Features:  16K  ROM  based  operating 
system;  8K  RAM  area;  65110  Microprocessor; 
Power  on  self  test  diagnostics. 


SINGLE  'DRIVE  DUAL  UHi  v .:;. 

Features 

•  Single  or  dual  drives 

•  Reliable;  proven  drive  mechanism 

•  Comes  with  both  serial  and  IEEE  bus  ports 

•  Serial  configuration  compatible  with  Commodore 
1541 

•  IEEE  configuration  compatible  with  Commodore 
2031  and  4040 

•  Disk  formats  in  less  than  20  seconds 

•  Power  on  self-test  diagnostics 

•  8K  RAM,  16K  operating  system 

MSD  Also  Manufactures  IEEE  Interfaces  and  Cables 
For  Commodore  64™  and  VIC  20™ 


iJ'&m^fied  For  The  Serious  User 

A  Premium  Drive  At  A  Slightly  Higher  Price 


tomD 


Toll  Free 


J^O^ 


Micna     '    SYSTEMB 
DEVELOPfVIENT,  INC. 


11105  Shady  Trail 


(214)  241-3743 
■    Suite  104   •    Dallas,  Texas  75229 


For  Purchase  Information 


PET,  ViC  20  and  Commodoie  64  are  tfademarks  of  Commodore  Busi- 
ness Machines.  Inc.  Super  Disk  is  a  copyright  of  Micro  Systems 
Development,  inc. 


Unbelievable 


Commodore 
64 

Avalon  Hill  Game  Company 


130-701  Bi  Nuclear  eomsenCJ 

J12 

180  702  Mia*ay  Campaign  (C( . 

.S12 

180-703  Norm  Allanlic 

Convoy  RaiOofiCl 

S12 

)e&704Nuhewar|C) 

S12 

180706  Ptanel  MrnerslCl 

S12 

180-712  Compuler  Slocks  S  Bonds  IC)    $15 

160-719  Andromeda  ConquesI  (C) 

$14 

181-721  Computer 

FoolballSlralegylCl 

$12 

lBl-732Telengard(Cl 

$16 

Broderbund 

David  s  Midnight  Magic 

S23 

CtiOpli(ter(CT| 

%3i 

SefpenIine(CT| 

S27 

Sea  Fox  (CTi 

S27 

Datamosi 

Roundabout 

£20 

Bilestoad, 

$20 

MaiingZone    , 

$20 

Don't  Ask  Computer  Software 

Wordrace  (D)S  23, 

(C)S  23 

EPYX/Automated  Simulations 

14E-036  Jump  Man  (Dl 

$27 

Human  Engineered 

Software  (HES) 

6502  Professional  Dev.  System  (C) 

$  23 

Rairo  Ball  (CRT) 

S  27 

HesmoniCRTj 

..$  27 

TurllB  Graphics  II  (CRT) 

..$  45 

Heswriter  64  (CRT) 

-.J   35 

Gridrunner(CRT} , 

.-$   27 

Infocom 

Zorkl.ll.  Ill   Ea.S  27 

Deadlin«(Dl   $  34 

State  ross  |D1 J  27 

Wilness $  34 

Sierra  On-Ljne 

FroBOet  (D)  S  25 

Crosstira , $  15 

Jaw  BreaKer S  20 

Threshold  (CRT) $  27 

Sammy  Light  Fool  (CRT) J  25 

Sirlus  Software 

Blade  of  Blackpooie  (0) $  27 

Type  Aiiack  (CRT) {  27 

Replon  (D)  . , ,  J  27 

Critical  Mas3(0) J  27 

SnaKe  Byle  (D)   $23 

Bandits J  27 

Squish  'em  (CRTl  I  23 

Final  Ordil  (CRT) $  23 

Spinnaker 

Snooper  Troops  il  (D) $  30 

Facomaker  (D) $  23 

Kindercomp(D) j  20 

Hey  Diddle  Diddle s  20 

In  Search  0!  the  Most  Amazing  Thing    $  27 

Fraction  FByer(CRT)  $  20 

AlphabB!  Zoo  (CRT)  $  20 

Delta  Orawihfl  (CRT) .J  20 

Synapse  Software 

Fl.  Apocalypse      (D)  J  23.  (C)  I  23 

Drelbs      (D)J  23,(C|J  23 

Survivor (D)J  23.  (C)  J  23 

Pharoah's  Cufse (D)  $  23.  (C)  J  23 

United  Microwave 
Industries 

92E-302  Renaissance  (C) $20 

92E-331  Motor Mania(Cl  S  20 


Commodore  64 $219 

VIC  20 $  99 

1525  Printer $229 

1530  Datasette .$  64 

1541  DiskDrive $249 

1600  Plodem $  89 

1701  Commodore  Plonitor $289 

VIC  1311  Joystick $     8 

VIC  1312  Game  Paddles $  16 


VIC  1210  3K  Memory  Expander 
VIC  1 1 10  8K  Memory  Expander 
VtC  1111  16K  Memory  Expander 
VIC  101 1  RS  232  Terminal  Interface 
VIC  1211  Super  Expander 


$34  VT  106A  Recreation  Pack $  45 

$52  VT  1 07  A  Home  Calculation  Pack i  45 

$89  VICIKMVicmodem .,,  .$  89 

S-43  VM  Programmer's  Reference  Guide  .  .$  14 

$59  Commodore  Programmer's  Ref.  Guides  18 


Educational 


^°°''^  Music 

Kids  and  the  Vic s  ia   Vic  Music  Composer  (CT) $  42 

Programmer's  Re  lerencB  Guide  (Vic)  .  S  14    HES  Synthesoufid  (CT) $  49 

Programmer's  Reference  Guide  (64)  ..J  la 

Reading  and  Language  Arts 


Language  Arts 

Super  Hangman  (C)  .,.- ,  .  .$  14 

Simon/Hess  (C) $   13 

Concentration (C| ,  ,  . J  13 

Home  Babysitting  {  23 

Math 

Sky  Math  (C) _.,$  12 

Space  Division  .._...,_ $  i2 

Bingo  Speed  Math  (CT)  J  23 

Number  Crunch  (CT) J  23 

Number  Chaser       s  17 

Number  Gulper  ,  $37 


Finger  Spelling  (D,  C) S   12 

My  Spelling  Easel  (Ages  3-10) S  26 

Programming  Techniques 

Intro  to  Basic  Prog.  I $  22 

Intro  to  Basic  Prog.  II J  22 

Programmer's  Aid  Cart   ........,.,.$  22 

Turtle  Graphics/Hess  (CT) $  29 

Gorteck  &  the  Microchip $  23 

Social  Studies/Science 

Visible  Solar  System   $  23 

ReaQanomics(CT)  $  27 


Commodore  Software 


Avenger $  23 

Superslot   $  23 

Super  Alien $  23 

Jupiter  Lander  S  23 

Draw  Poker J  23 

Midnight  Drive i  23 

RadarRatRace $23 

Raid  on  Fort  Knox $  23 

Sargon  II  Chess  $  29 

Cosmic  Cruncher $  23 

Gorf $   29 

Omega  Race $  29 

SeaWolf $  23 


Adventureland s  29 

Pirate  Cove $  29 

Mission  Impossible $  29 

TheCount $  29 

voofloo  Castle $  29 

TheSky  Is  Falling $  23 

Mole  Attack  $  23 

Bingo  Speed  Math $  23 

Home  Babysitter $  23 

Visible  Solar  System  $  23 

Personal  Finance $  29 

Quick  Brown  Fox $  65 


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Information  &  Order  Inquiries 

'(702)  369-5523 

We  accept  VISA  and  MasterCard 

Mon.  —  Fri.  8  A.M.  to  6  P.M. 

Sat  9  A.M.  to  6  P.M. 

Dealers'  Inquiries  Invited 


Vic  20 

Avalon  HIM 

Tank  Arcade $  12 

NukeWar %  12 

Automated  Simulations 

Rescue  at  Rigel(C) $20 

Ricochet  (C)  $15 

Monster  Maie(CT) $27 

Sword  of  Fargoal $27 

Broderbund 

Wartian  Raider $15 

Multisound  Synthesizer $15 

Shark  Trap $15 

Sky  Blazer  (CT) $27 

Sea  Fox  ICT) $27 

A  E  (CT)    $27 

Creative  Software 

Black  Hole  (CRT)   $  36 

Trashman  (CRT) $  36 

AstroBlitz(CRT) $  36 

City  Bomber  &  Minefield  (CRT) $  20 

Apple  Panic  (CRT) $  36 

Serpentine  (CRT)   $  36 

Chopl(fter(CRT) $  36 

Terraguard  (CRT)  $  36 

Household  Finance .$  36 

MES  Software 

HES  Mon  (CT) $29 

HESWriter(CT), $  29 

Synthesound  Music  Synthesiier(CT)  .$  49 

Turtle  Graphics  (CT) $  29 

VIC  Forth  (CT) $  45 

Vlctrek(C) $  15 

Predator  (CT) $  27 

Sirlus 

TypeAttack $27 

Snake  Byle $27 

Thorn  EMI 

River  Rescue  (CT) $  29 

Mutant  Herd  (CT)  $  29 

Tronix 

Galactic  Blitz  (C| $17 

Swarm  (C) $20 

Sidewinder  (C) ,$20 

Gold  Fever  (CT) $27 

Deadly  Skies  (CT)  $27 

United  MIcroware 

Spiders  of  Mars  (CT) $  34 

Meteor  Run  (CT) J  34 

Amok  .(C) $  15    (CT)$  27 

Allen  Blitz (C)  t  17     (CT)  $  27 

Skymath(C) $  12 

Space  Division  (C).  - $  12 

Super  Hangman  (C) $  14 

The  Allen  (C) j  17 

3Dfiflaze(C) $  12 

Kosmic  Kamikaze  (C) $  17 

Sub  Chase  (C) %  16 

Renaissance $  20 

Cloud  Burst  (CT) $  27 

Salellites*  Meteorites  (CT) $  34 

Outworld(CT) $  34 

Wordcraf t $  65 


Great  Savings! 


600XL  ,  . . CALL 
800XL  .  . . CALL 
1400XL   .  . CALL 

1450XLD  .CALL 

Atari  Inc. 

lOlORecordot »  72 

lOSODisKDiive .J338 

1027  Printer       Call 

1025  Printer        $^09 

ax  Modem       ..    »14S 

850  Interlace         .      i1S9 

Entertainer  System    t  64 

4B2  Educator      tllO 

483  Programmer J  52 

Communicator  II    -  S2Q9 

Atari  Accouniing S169 

CX4t04  Mailing  List       S   19 

CXL  4007  Music  Composer $42 

Prooramming2  &  3     Ea,  S  22 

Conversational  Languages  S  42 

CX4016  Pilot  S  55 

CX405Pil01  S  92 

CXL4003  Assembler  Editor $42 

CXB126Microso1t  Basic  II $  62 

CXL4022  PacMan     ,    J  30 

CXL4020 Centipede I  30 

CXL4006  Super  Breakout  -  - J  26 

CXL4008  Space  Invaders $   26 

C!tL4009  Computer  Chess $   26 

CXL4011  Star  Raiders  S  30 

CXL40t  2  Missile  Command t  26 

CXL4013  Asteroids %  26 

TliB  Bookkeeper  ,  , .    . , S102 

Home  Filing  Manager  , .  S  65 

Atari  Speed  Reading  ,,....... %  54 

Home  Manager  Kit S  55 

Faml^y  Finance S  36 

Time  Wise       *  23 

Galajian $30 

DelenUer $  30 

Paint $  30 

Oix    $  30 

DigDjQ $30 

ET  Phono  Ho        $  34 

AlariWriter         %   65 

Donkey  Kong     $  36 

DonkeyKongJr S  2& 

Atari  Logo  $  72 

Mickey  in  the  Great  OutdoarsfO  $  34 

My  First  AlphaDetlO S   25 

Peter  Pan's  Oaring  Escape     $34 

Business  Sf  UtiUties 


Visfcatc            .    . 

S169 

Computan  s  Financial  Wizard 

,     S  -45 

Color  Accountant    

. . . . S  65 

Wat!  Me^ge        

. . .   S  20 

Datal<nk         

AlariWqrlfl . 

Color  Prml 

Graphics  Generator 

MicropamlBi 

Gi-aphics  h^asier 

PM  P  Properly  Managemeni 


Plodems 


Pre-Schoot 

Sammy  the  Sea  Serpen!  (C)  $  13  ID)  $  19 
Pre-Scnool  I.Q,  Builder  ...(Cl$  13(D)$  24 

My  First  Alptiat>et(D)    $  26 

Alien  CounterfFace  Flash  (D.  CJ   $  26 

HumplyDumpty/Jack&JMliC)  $25 

Pacemaker  (D| $  23 

Juggles  Rainbow  (D.C) $  22 

Juggles  House S  22 

Alphabet  Zoo  |CT) S  20 

Music 

Music  Compo5er(CTi $42 

Jerry  While  Music  Lessons  |C|  S  20 

Magic  Melody  Bon S   " 

Social  Studies  and  Geography 

Giobemastor  (D) S  27 

Slates  and  Capitals  (C) $  12 

European  Countries  and  Capitals{C)  .S  12 

Math 

MonkeyUpATree(D.CJ     $19 

Video  Math  Flash  CardsfDCi       $13 

Algicalc(DC|  $19 

CompumalhFraciions  (C)$23(D)$29 

CompumalhDecimals  (C)$23(D|$29 

GollClassicCompuPar  (Angles)       (D.C)$26 

Cash  Register         (C)$13(D)$19 

Big  Math  Attack (C)$17(D)$22 

Compulation  Concentration.(C)$t3(D)$15 

Reading  and  Language  Arts 

Wordmaker  (D,  C) $  19 

Spelling  Genie  (0,C| $  19 


Educational 

Compureaa iQi  17(D)  J  23 

Memory  Builder/ 

Concentration (OS  13(Di$  19 

Let's Spell(C) S  '3 

DoItYourseltSpflllinB(C) $  16 

S.  A.T.  College  Board  Prep  |C)   ,  .  $  89 

Vocabulary  Builder  I |C|$  13(D)$  19 

Fishing  lor  Homonyms  jC) $  13 

Hey  Diddle  Diddle  (D) $  20 

SnooperTroopsl&2(D) E8.$  30 

Story  Machine  (D)  .    *  23 

Crossword  Magic  (D) $  34 

Delta  Drawing  (GT)    S  23 


Programming  Techniques 

PilotlCons,  ol  Educator).  .(C)  S  59(D)$  99 

Invitation  to  Prog,  #2(C) $  22 

Invitation  to  Prog  #3  |C) $  22 

Tricky  Tutorials  —  Ed  Soltware 

TT#1  Display  ListsIC  D)   $  17 

TT«  Horiz/Vert.  Scrolling  (C,  D).  ,    $   17 

TT#3  Page  Flipping  (C,  D) $  17 

TTM  Basics  o(  Animation  ICD)  .  .  .$  17 
TT#5  Player  MIssiie  Graphics  |C.  OJ.l  24 

TTi*6  Sound  &  Music  (C,D| $  24 

TT#7  Disk  Utilities (0) $  24 

TT»8 Character  Graphics $  19 

TTHOGTIA $   19 

TT«10  Sound  Effects S  19 

Page  6 .$  20 

The  Nent  Slep I  27 


Data  Perfect $95 

Letter  Perfect $105 

Bank  Street  Writer    $  46 

Tent  Wizard  $55 

File  Manager  800  +      $65 

Datasm662  0  $  59 

Syn  Assembler  .." ,    $   34 

K  Dos  $  59 

Lisp  Interpreter .$   79 

Basic  Compiler $  55 


Stocking  Staffers 

WICO  "BOSS"  Joysticli $  15.00 

Wl CO RedballJoy stick $  24.00 

Elephant  Disks  sis S  18.00 

VerbalifTi  Disks  s/d S  24.00 

Disk  Savers  (Platllc  Sleeves)  Multl  Colored  1  Ooz.  ...  $  4.50 

Disk  Maiiers $  3.50 

Flip  'n  Fiie  Diskette  Holder  w/Lock  (holds  25) $  18.50 

Flip  'n  File  Diskette  Box  (holds  50) $  21.00 

Library  Carrying  Case  (holds  10) $  2.50 


Hew  Hit  List 

In  Search  of  Iho  Most  Amazing  Thing  ,  $  27 

Witness *  34 

Cosmic  Balance  II  i  27 

Temple  of  Apshal *  27 

Raster  Blaster S  20 

Deadline     •• *  34 

Bichochet $15 

Wiz  &  Princess  *  22 

All  Babaand  the  Forty  Thieves $22 

Canyon  Ciiniber -  .5  20 

Crush,  Crumble*  Chomp   $  20 

Zordl.llilll Ea.l  27 

Frogger $  23 

Crtoplifler ■  ■■*  23 

Curse  o(  Ra *  ^^ 

Ulyssesandthe Golden  Fleece i  23 

Tigers  in  the  Snow $27 

David's  fvlidnight  Magic  (D) I  23 

SkyBiazerlO) *  22 

Serpenime(Dl J  22 

Sea  Fox  (D)  . .  .  .<: S  20 

Sands  ol  Egypt  (Dl S  27 

Pool  400  (CT) $27 

Gorf         (D)S  27(CT)$  30 

Wizard  dtWor (0)$  27(CTI$  30 

Cyborg  (D) $23 

Gold  Rush  (0) t  23 

Bandits  (0)   I  23 

WayOullD) S  27 

Fast  Eddy  (CT)  *  24 

vVoria  War  (CT) J  24 

The  Cosmic  BalancB(D)   S  27 

Chess  (D).  *  45 

Checker  (D)      $34 

RaptillianiD.C)  $23 

Submarine  Commander  |CT)    $  34 

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258    COMPUrei     November  1983 


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A  complete  speech  synthesis  package  for  the  C-64'  with 
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vocabuiaiv  liles. 
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A  low-cost  networking  system  for  connecting  as  many  as  8 
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<  ?■  I  31  Aaa-?oaB 


November1983    COMPUTEt    261 


mmi 


Ifs  time  for  your 
computer  to  grow  up. 

Meet  PractiCalC  The  world's  most  versatile  spreadsheet  at  only  $40: 


Commodore  64  and  VIC-20. 

Not  just  for  games... 


Games  are  fun  when  it's  time  to  play.  But  at 
heart,  your  Commodore  64"  or  VIC-20"  is  a  full- 
grown  computer 

straining  to       k  m^^^Ktttt/^'^ 
gallop  at  the     *  l^^^B^^^*  » 

touch  of  your 

fingers. 
But  the  problem 

is,  most  software's 

been  designed  for 

toys.  Not  for  real 

computers.  Until  now. 
Now  comes  PractiCalc.  And  there's  not  much 

in  the  world  of  grown- 
up computing  it  won't 

do.  It'll  keep 

addresses  (in 

alphabetical  or 

numerical  order), 

phone  numbers 

(likewise),  make 

budgets  and  menus, 

project  profits,  keep 

track  of  expenses, 

inventories,  investments,  what  have  you.  For 

your  home,  your  school,  your  business. 

PractiCalc  gives  you 
everything  you'd 
expect  from  a 
spreadsheet,  like 
adding  and 
subtracting, 
multiplying 
and  dividing, 
calculating 

square  roots,  logarithms,  exponential 


Budgets,  inventories, 
projections,  you  name  it. 


■"^!W»V"  ■**^T' 


High  or  low 
resolution  graphics. 


Spreadsheet  analysis. 


numbers  and  even 
trig  functions.  And 
PractiCalc  gives  you 
a  lot  more. 

Want  to  make 
a  chart?  Hit  a  key 
and  the  high  or  low 
resolution  graphics  of 
PractiCalc  Plus  or 
PractiCalc  64  will  turn 
numbers  into  graphs.  It'll  even  print  out 
everything  that  shows  on  the  screen. 

Want  a  lot  of  facts  and  figures  at  your 
fingertips?  PractiCalc  stores  more  than  2,000 
cells  in  up  to  100  columns  and  250  rows.  It'll 
sort  them,  search  them,  or  shuffle  them  for  you. 

You  can  add 
entries,  delete  them, 
or  move  them  around 
-numerically  or 
alphabetically,  and 
instantly,  of  course. 
And  you'll  find 
PractiCalc  unusually 
friendly  flexible,  and 
forgiving. 

All  of  which  is  a  far  cry  from  just  playing  with 
a  joystick.  Still, 
PractiCalc  has  one 
thing  in  common 
with  a 
computer 
game. 
The  price. 
Only  $40. 


High-speed  and 
wild  card  search . . 


v^^^i>«aoT^i 


Alpha  or  numeric  sort . 


PractiCalc 


by 


^  COMPUTER 
A  SOFTWARE 

=^==  ^^^  ASSOCIATES,  INC. 

Exclusively  distributed  by  Micro  Software  International,  Inc. 

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Atari  GTIA  Textwriter 


Matthew  Ratcliff 


Here  is  a  utility  that  will  put  text  on  your  Atari  graphics 
screens  3-21.  It  was  desigfied  specifically  for  modes  9- 
11,  thus  the  name  "GTIA  Textwriter."  If  you  have 
tried  the  GTIA  demos  published  in  earlier  issues  of 
COMPUTE!,  you  know  what  superb  displays  can  be  gen- 
erated in  these  modes. 


"Textwriter"  gives  you  15  colors  of  text  in  mode  11, 
15  shades  of  the  same  color  in  mode  9,  and  8  dif- 
ferent color-shade  combinations  in  mode  10.  CTIA 
users,  don't  despair;  this  routine  will  put  solid- 
colored  text  on  the  screen  in  modes  3-8  as  well. 
You  can  even  get  two-color  characters  in  modes 
3,  5,  and  7.  Also  included  is  "Color  Type,"  a  fast- 
action  typing  game.  But  first,  an  explanation  of 
Textwriter. 

Until  now,  the  only  way  to  get  text  on  the 
GTIA  screens  was  through  Display  List  Interrupts 
(DLTs)  or  slow  PLOT,  DRAWTO  combinations. 
"Textplot"  and  "Textplot  11"  (COMPUTE!,  Novem- 
ber 1981  and  December  1982)  will  work  with  a 
custom  character  set,  but  they  limit  the  number  of 
colors  allowed  to  three.  The  characters  will  have 
to  be  generated  according  to  Figure  1  or  2  (both 
for  up  to  six  colors  of  text  -  but  characters  will 
have  to  be  duplicated).  Every  other  column  must 
be  empty  or  identical  to  the  one  before  to  prevent 
the  unreadable  multicolored  text  that  results  when 
using  Textplot  with  the  standard  character  set. 
This  approach  might  be  sufficient  for  some  needs, 
but  1  wanted  something  that  would  take  full  ad- 
Character  types  for  using  Textplot  and  Textplot  II  in 
GTIA  graphics  modes  9-11 


Figure  1 


Figure  2 


vantage  of  the  16  possible  colors  in  these  modes. 
The  result  is  a  flexible  USR  routine  called  GTIA 
Textwriter. 

This  program  is  a  fully  position-independent 
machine  language  routine.  Using  Atari's  "auto 
return"  mode.  Program  1  converts  the  DATA 
statements  in  lines  10000  through  10400  into  a 
series  of  A$  string  equates  (they  become  lines 
11  through  17).  When  run,  it  will  create  these 
new  program  lines  and  stop  after  printing  the 
following: 


LPRINT 
LIST  "C:' 


',10,18 


Use  the  cursor  control  keys  and  RETURN  to 
execute  these  two  commands  (LPRINT  makes  the 
tape  output  more  reliable).  This  is  the  complete 
GTIA  Textwriter  program,  all  410  bytes  of  it.  Be 
sure  to  save  the  BASIC  source  code  before  trying 
Textwriter,  in  case  you  have  to  go  back  for  a  little 
debugging.  Line  18  shows  the  general  command 
format: 

18     REM    A=USR (AD, BD, COLOR, LEN (B*) ,RDW 
,COL)      **     AD=ADR(A*)      «     BD=ADR(B*) 

t  * 

To  checl<  out  Textwriter,  try  NEW,  ENTER  "C:" 
the  listed  code,  and  add  the  following  lines: 

20  GRAPHICS  11:CDL0R  1  :  PLOT  0,13:DRAW 

TO  79, 191 : C=l 
30  A=USR ( AD, ADR ( "TEST" ) , C, 4, 90, 24) 
40  C  =  C  +  1:IF  015  THEN  C=l 
50  GOTO  30 

This  program  will  draw  a  diagonal  line  across  the 
screen  and  then  flash  "TEST"  near  the  center  of 
the  screen.  If  all  goes  well,  you  are  ready  to  pro- 
ceed. If  not,  go  back  to  the  source  and  track  down 
the  problem  in  the  DATA. 

Color  And  Text  Variations 

Now  that  you  have  Textwriter  running,  let's  learn 
a  little  about  how  to  take  advantage  of  some  of  its 
features.  First  of  all,  Textwriter  is  a  very  USR 
friendly  routine.  It  has  a  flexible  calling  format  to 
save  time  and  effort  in  coding.  If  too  much  infor- 


264     COMPUTE!     November  1983 


mation  is  given  to  Textwriter,  it  executes  what  it 
needs,  cleans  up  the  stack  (ignoring  the  extra), 
and  returns  safely  to  BASIC.  When  parameters 
are  left  off,  certain  default  conditions  are  set  by 
the  routine.  Below  is  a  table  showing  all  the  valid 
calls  for  Textwriter  and  the  associated  default 
conditions. 

Valid  Calls  And  Default  Conditions 

1.  A  =  USR(AD,ADR("TEXT"),COLR,4,Y,X) 

Goneral  cnllinj^  format,  no  dof.mlts. 

2.  A=USR(AD,BD,COLR,LEN(B$),Y) 

No  X,  then  left  justified  (X  =  0). 

3.  A  =  USR(AD,ADR("PLOT"),COLR,4) 

No  Y  or  X,  then  placed  at  first  character  position 
following  current  graphics  cursor  position  (set 
by  PLOT  DRAWTO,  etc.). 

4.  A  =  USR(AD,ADR("T"),COLR) 

No  X,  Y,  or  length  specified.  The  current 
graphics  cursor  position  is  defaulted  and  a 
length  of  1  is  used. 

5.  A=USR(AD,ADR("A")) 

No  X,  Y,  length,  or  color.  All  the  #4  defaults  are 
used,  and  the  last  color  set  by  the  BASIC 
COLOR  command  is  used. 

The  only  invalid  call  to  Textwriter  is  A  =  USR(AD). 
With  no  string  address  it  can  do  little,  so  it  will 
ring  the  console  buzzer  (like  Textplot)  and  return 
safely  to  BASIC. 

To  get  three  colors  of  text  in  modes  3,  5,  and 
7,  use  colors  5,  10,  and  15.  Other  color  choices 
will  give  interesting  characters  with  blank  or  col- 
ored vertical  bands  through  them.  The  most  in- 
teresting are  colors  6  and  9,  which  give  two-color 
text.  These  colors  can  be  changed  with  SET- 
COLOR  registers  0  and  1.  The  color  band  sequence 
for  6  is  the  complement  of  9,  which  can  be  used  to 
make  the  text  appear  animated.  For  example: 

20  GRAPHICS  21:SETC0L0R  i,5,10:SETCD 

LDR  0,9,8 
30  A  =  USR  (AD,  ADR  <  ■■  AB"  )  ,  6,  1  )  :  FOR  J=l  T 

0  50:NEXT  J 
40  A  =  USR  (  AD  J  ADR  (  ■' AB"  )  ,  9,  1  )  :  FOR  J  =  l  T 

0  50:NEXT  J:BOTO  30 

Use  color  15  to  get  solid  text  in  modes  4,  6,  and  8. 
In  mode  8,  color  5  results  in  blue  text,  and  10  in 
red  text,  through  artifacting  (this  is  seen  best  on  a 
black  background,  GRAPHICS  8:POKE  710,0).  If 
you  have  Textplot  and/or  Textplot  II  in  your  pro- 
gram library,  you  will  be  happy  to  know  that  GTIA 
Textwriter  is  quite  compatible  with  either  of  them, 
since  all  of  Textwriter' s  workspace  is  floating  point 
RAM  on  page  zero,  which  is  free  for  USR  routines. 
These  routines  can  work  together  to  put  two  dif- 
ferent sizes  of  text  on  the  same  screen  without 
having  to  go  to  DLIs. 

Typing  Practice  Game 

The  Color  Type  game  (Program  3)  uses  GTIA 
Textwriter  and  another  USR  routine.  This  USR 
routine  and  the  game's  music  data  will  be  loaded 


into  strings  with  Program  2.  Run  Program  2,  cre- 
ating lines  1-9,  ENTER  "C:"  Textwriter  and  then 
LIST  "C:",l,18.  This  code  can  then  be  ENTERed 
into  RAM  so  that  you  can  begin  typing  in  Program 
3.  The  USR  routine  loaded  with  Program  2  is  a 
clear  screen  utility  put  in  CLS$.  The  screen  will 
blank  with  random  color  pixels  rather  than  the 
basic  black  you  get  with  a  GRAPHICS  11  com- 
mand. The  CLS$  USR  routine  is  called  after  each 
word  is  typed  successfully  on  the  screen,  since 
the  word  destroys  part  of  the  background  as  it  is 
displayed. 

Color  Type  is  a  touch-typing  practice  game. 
It  has  lots  of  colors  (using  GTIA  graphics  mode 
11),  sound,  and  two  complete  songs.  The  intro- 
ductory song  played  with  the  title  page  should  be 
interesting,  though  not  perfect.  The  second  song 
sounds  quite  nice,  since  it  is  played  completely  in 
minor  chords  (line  numbers  for  DATA  in  lines 
935  through  981  are  very  important).  You  must  be 
a  pretty  good  typist  to  get  to  this  musical  part  of 
the  game,  as  you  will  see. 

Press  any  key  to  leave  the  title  page  and  begin 
typing.  Color  Type  restores  to  a  random  line 
number  and  reads  the  sentence  stored  there,  one 
word  or  short  phrase  at  a  time.  The  words  are  put 
at  or  near  the  top  of  the  screen  and  begin  to  drift 
toward  the  bottom.  You  must  type  the  word  cor- 
rectly before  it  gets  that  far  and  blows  you  up, 
thus  ending  the  game.  One  wrong  key  and  you 
have  to  retype  the  entire  word.  After  each  sentence 
is  typed,  the  difficulty  factor  increases  and  the 
next  sentence  appears  a  little  lower  on  the  screen. 

After  five  complete  sentences  (this  factor 
will  vary  as  difficulty  increases),  your  current 
score  and  words  per  minute  (WPM)  for  that  set  of 
sentences  (SET)  will  be  displayed.  Press  the  space 
bar  to  continue  typing  or  the  Q  key  to  quit  and  see 
a  summary  of  your  typing  performance,  including: 

1)  Average  WPM 

2)  Best  WPM  set 

3)  Total  characters  typed 

4)  Total  typo  errors 

5)  Final  score 

By  continuing  after  each  SET,  you  may  reach 
several  bonuses.  Once  the  difficulty  is  increased 
to  the  point  where  the  words  originate  below  the 
center  of  the  screen,  you  will  get  a  bonus  at  the 
end  of  the  current  SET.  If  you  type  through  six 
bonus  SETs  successfully,  you  will  get  an  extra 
bonus  of  1000  points  and  hear  the  second  song 
mentioned  above.  At  an  average  typing  speed  of 
40  WPM,  it  takes  about  15  minutes  to  get  this  far 
in  the  game  -  a  good  practice  session.  If  you  decide 
to  continue,  the  game  play  loop  will  start  over 
with  the  minimum  difficulty.  My  guess  is  that  an 
average  typing  speed  of  30-35  WPM  is  required  to 
ever  get  this  far.  If  you  are  a  beginner  and  would 

November  1983     COMPUTE!     265 


like  to  hear  the  music  more  often,  replace  line  620 
with  the  following; 

620     DIF=2*TX:IF     DIF>60     THEN     TX=0:DIF 
=l:GOSUB     840 

This  will  give  you  an  extra  bonus  after  every  three 
bonus  SETs.  If  you  are  a  real  pro,  change  the  IF 
statement  to  DIF>  160. 

Color  Type  is  fast  enough  to  allow  typing 
speeds  of  up  to  70  WPM.  It  will  not  run  any  faster 
due  to  software  overhead.  I've  gotten  up  to  64 
WPM  by  practicing  the  same  line  repeatedly  (only 
38  WPM  on  the  400  membrane  keyboard).  Feel 
free  to  customize  Program  3  by  changing  the 
DATA  statements  beginning  at  line  1000  (line 
increment  of  1).  Each  sentence  must  begin  with  a 
number  equal  to  the  total  number  of  words  or 
short  phrases  in  the  sentence,  followed  by  the 
word  list,  with  commas  separating  the  words.  For 
example: 

1009     DPITA     3, THIS,  15     A, TEST 

Upper-  and  lowercase  may  be  used  in  the  data  as 
well.  Some  punctuation  may  be  added,  like  a 
period  at  the  end  of  the  sentences.  Even  inverse 
video  or  control  characters  may  be  used  (but  this 
might  make  the  game  just  a  bit  difficult).  If  more 
data  is  added,  the  LINES  equate  at  lin^  220  must 
be  updated  accordingly.  Note  that  word  length  is 
limited  to  only  nine  characters;  with  more  than 
nine,  wraparound  will  occur. 

This  program  is  also  good  for  memorization 
and  spelling  practice.  If  you  need  to  memorize 
something,  arrange  the  DATA  sentences  in  the 
proper  squence  and  add  the  following  line; 

201     LNO=0 

Then  replace  line  250  with: 

250  LNO=LND+i:IF  LNQ>LINES  THEN  LNO= 
0: RESTORE  1000 

Program  1:  GTIA  Textwriter 


5  GRAPHICS  0:7     " CONVERT ING ...  1 1 " 

10 

DIM  A* (410) ,B«<25) : ftD=ADR(A*) : BD= 

ADR(B*) 

18 

REM  A=USR (AD, BD, COLOR, LEN (B*) , ROW 

.COL)   ««AD=ADR<A«)   *  BD=ADRCB*)»« 

19 

NA=0:L=11 :RESTORE 

20 

FOR  1=1  TO  410 

30 

READ  A: A*(I, I >=CHR* (A) 

40 

IF  INT< 1/60) =1/60  AND  I >59  OR  1=4 

10  THEN  LA=NA+1 : NA=I sGOSUB  700 

50 

NEXT  I 

60 

7  "LPRINT":?  :?  :?  "LIST  ";CHR»(3 

4)  ;  "C;  '■  ;  CHR*  (34  )  ;  "  ,  1  0  ,  1  8"  :  STOP 

70e 

1  T=PEEK (709) :POKE  709 , PEEK < 7 1 0 ) : ? 

CHR* ( 125) 

lie 

1  POSITION  PEEK(82)  ,2:.?  :?  L;"  At  ( 

"  ;  LA  ;  '■  ,  "  ;  NA  ;  "  )  =  "  ;  CHR»  (  34  )  ; 

71S 

i  FOR  K=LA  TO  NA:?  CHR* ( 27 ) ; A* < K , K 

> ; : NEXT  K 

726 

1  ?  CHR$(34) 

736 

1  ?  "CONT" 

740  POSITION  PEEK (82) , 0: POKE  842,13: 

STOP 
750  POKE  842, 12: L=L+1 : ?  CHR*(125)5"C 
ONVERTING. . . " ; L: POKE  709, T: RETUR 
N 
10000  DATA  165,200,133,223,169,1,133 

, 222, 165,84 
-10010  DATA  133,229,165,85,133,227,16 

5, 86, 133, 228 
10020  DATA  166,87,169,10,224,5,144,8 

,  169, 20 
10030  DATA  224,7,144,2,169,40,133,23 

9, 104, 240 
10040  DATA  48,170,104,133,213,104,13 

3,212,202,240 
10050  DATA  49,104,104,133,223,202,24 

0, 42, 104, 104 
10060  DATA  133,222,202,240,35,104,10 

4, 133, 229, 202 
10070  DATA  240,22,104,133,228,104,13 

3, 227, 202, 240 
10080  DATA  19,104,104,202,208,251,24 

, 144, 11, 169 
10090  DATA  253,76,164,246,169,0,133, 

227, 133, 228 
10100  DATA  165,229,133,233,165,239,1 

33, 236, 169, 0 
10110  DATA  133,230,162,8,10,38,230,6 

, 233, 144 
10120  DATA  7,24,101,236,144,2,230,23 

0, 202, 208 
10130  DATA  239,133,229,165,88.133,21 

6, 165, 89, 133 

10140  DATA  217,165,229,24,101,216,13 

3, 216, 165, 230 
10150  DATA  101,217,133,217,162,1,165 

,87,201,9 
10160  DATA  176,7,162,2,74,176,2,162, 

3,  165 
10170  DATA  227,101,228,240,25,70,228 

,102, 227, 202 
10180  DATA  240,5,70,227,202,208,251, 

230, 227, 24 
10190  DATA  165,227,101,216,133,216,1 

44, 2, 230, 217 
10200  DATA  165,216,133,224,165,217,1 

33, 225, 169, 0 
10210  DATA  133,226,162,0,169,0,149,2 

18,232,  165 
10220  DATA  223,149,218,10,10,10,10,2 

32,  149,  218 
10230  DATA  5,219,232,149,218,164,226 

, 177, 212, 162 
10240  DATA  0,134,234,201,128,144,4,4 

1 , 127, 198 
10250  DATA  234,170,133,236,224,96,17 

6, 13, 169, 64 
10260  DATA  224,32,144,2,169,224,24,1 

01 , 236, 133 
10270  DATA  236,169,8,133,233,169,0,1 

33, 215, 162 
10280  DATA  8,10,38,215,6,233,144,7,2 

4  ,  101 
10290  DATA  236,144,2,230,215,202,208 

, 239, 133,214 
10300  DATA  24,173,244,2,101,215,133, 

215, 160, 0 
10310  DATA  132,235,160,8,132,238,24, 

144, 3, 24 
10320  DATA  144,169,164,235,177,214,2 

30, 235, 69,234 
10330  DATA  133,232,169,0,133,237,169 


266    COMPUTE!    November  1983 


COMPUTEi's  i 

First  Book  Of  Atari  Graphics 


Authors: 

Price: 
On  Sale: 


COMPUTE!  Magazine 
editors  and  contributors 
SI  2.95 
Now 


COMPUTE!,  tlie  leading  magazine  of  home, 
educational,  and  recreational  computing, 
has  led  the  way  for  Atari  owners  since  the 
computers  were  first  introduced  in  1979. 
COMPUTE!  has  published  scores  of  articles 
on  Atai  I  graphics,  and  was  the  first  to  di- 
vulge many  important  details  on  such  tech- 
niques as  redefined  characters,  custom 
graphics  modes,  and  player/missile 
graphics.  But  those  articles  are  scattered 
across  dozens  of  issues,  many  of  which  are 
scarce  or  out  of  print. 

That's  why  the  editors  of  COMPUTE! 
decided  to  gather  the  very  best  Atari 
graphics  articles  published  over,  the  past 
three  years  into  COMPUTEi's  First  Book  Of 
Atari  Graphics.  From  the  fundamentals  to 
advanced  techniques,  here  are  some  of  the 
most  instructive  articles  ever  published  for 
the  Atari, 

But  that's  not  all.  COMPUTEi's  First 
Book  Of  Atari  Graphics  also  presents  articles 
never  before  published  anywhere,  and 
additional  sections  written  especially  for 
this  book.  These  include  "The  Basics  Of 
Atari  Graphics,"  an  introductofy  tutorial 
which  prepares  beginners  for  the  rest  of  the 
book;  "How  To  Design  Custom  Graphics 
Modes,"  which  covers  the  fundamentals  of 
mixing  modes  on  a  single  screen;  and 
"introduction  To  Player/Missile  Graphics,"  a 
guide  to  understanding  one  of  the  Atari's 
most  advanced  features,  written  by  Bill 
Wilkinson,  a  COMPUTE!  columnist  and  a 
creator  of  Aran  BASIC  and  the  Atari  Disk 
Operating  System. 

Numerous  other  articles  include  "De- 
signing Your  Own  Character  Sets."  a  new 
and  improved  "SuperFont,"  "High  Speed 
Animation  With  Character  Graphics,"  "Ani- 
mation And  Piayer/Missile  Graphics,"  "The 
Collision  Registers."  and  "GRAPHICS  8  In 
Four  Colors  Using  Artifacts."  There's  even  a  -. 
brand  new  article  by  Wilkinson,  "The  Priority 
Registers,"  which  for  the  first  time  shows 
how  to  use  player/missile  graphics  to  create 
a  fifth  player. 

In  the  COMPUTE!  tradition.  Atari 
Graphics  is  crisply  written  and  edited  to  be 
useful  to  beginners  and  experts  alike.  And  it's 
access  to  its  dozens  of  ready-to-type  program 


V.    llUrodiation 

Robert  C.  Lock 

J  Chapterone:  Fundamentals  Of  Atari  Graphics 

J   Tho  Bn.s.cs  Of  AMri  Graphics    . 

lb   U.sing  Strings  Fcr  Graphics  Storage IT/^'  "'^"''^'" 

ZO    U^'"S  The  COLOR  And  LOCATE  instructions M'chaei  Boom 

roIr.,r..Pon«.TypeCa.es     -.     Mich.ei  A.  Greenspan 

23  Chapter  Two:  Customizing  The  Graphics  Modes 

;3    ^"')  To  Design  Custom  Graphics  VlQdes  r^     ■    ^u 

37   PutCr,,phics  Modes]  And  T      "-^^  •'^'"*^'-"     Craig  Chamberlain 

Al  The  a,i(omO(  Your  Screen 

^1    Printing  Chanicters  In  Mixed  Tn^hi'--  ^^   j ^-  '^'■'n  ^''ike 

46    £,^'^^]:^'-^'^-d-T.^GRlp'SSo  ^'^^^      ^  Craig  Patchett 

lO   Mixmg  Graphics  Modes  0  And  8  Charles  Brannon 

Douglas  Crockford 

51  Chapter  Three;  Redefining  Character  Sets 

W    Designing  Your  Own  Character  Sets   .  .  c    ■    o.u 

0^   Siiperfont    Craig  Patchett 

77   Character  Set  Utilities     . Charles  Brannon 

89  ChaPlerFourAnimationWithCharacterfiraphics 

1fl«    [i'";«7^'''"''"'P«'- Animated  Games Charle.s  Brannon 

108    High-speed  Animation  With  Character  G.pHcs  '  .  .  ' C^^!;:!^ 

*     ASelf-ModiHn    l^;:,'Gi;;:    St/h  r     ,  ■    «'"  Wilkinson 

*  T^!"S/''.'^'^-Sp^''-^d  Vertical  Positioning Kenneth  Grace,  Jr. 

lo  I, -M  Graphics  ^ 

IM   P.M  Graphics  Made  Easy ^-     '^^^'"'^  ".  Markiev 

17Z   Animation  And  P'M  Graphics jom  Sak  and  Sid  Meier 

IM    Extending  Plaver/Missilc  Graphics Tum  Sak  and  Sid  Meier 

iSS   The  Collision  Registers  EricStoltman 

ISZ    The  Priority  Registers         '^'1»  Civver 

,„,    „^  Bill  Wilkinson 

203  f  r"? PHf^c  ^f""^""  ^^^'"'*'^5  Techniques 

208 ^Z:^z;;z';:^;:!:t^^^  ■■■■■,  o..,n^.^^,^,  ■ 

215  Atari  Video  C;,-aphics  An  Tl  e  nZ  Sm  '  n'"  i  '  "^'"'i^  Chamberlain 
m  Atan  Video  C;ra. hies  An:rrtN:SlA'S  '  ^^'^  S^^^^-^^^" 
236  ''rol^'cling  Memory  For  P/M  And  Characi'rVf  '  ^"'K  Chamberlain 
239   Screen  Save  Routine  '  ^"'^  Character  Sets    Pred  Pinho 

PAc    ,  J^'^^P'^  'Trem 

246    hidex'  ^""^'^""'--^  (^---ie  To  Typing  In  Programs) 


spiral-bound  for  easy 
listings. 


Available  at  computer  dealers  and  bookstores  nationwide.  To  order  directly  call  TOLL  FREE  800-334-0868.  In  North 
Carolina  call  91 9-275-9809.  Or  send  check  or  money  order  to  COMPUTE!  Books,  P.O.  Box  5406,  Greensboro,  NC  27403. 


Add  S2  shipping  and  handling.  Outside  rfre  U.S.  add  S5  tor  air  mail,  S2  for  surface  mall.  All  orders  prepaid.  U.S.  funds  only. 


Novemt5ef1983    COMPUTE!    267 


, 4, 133, 231 
10340  DATA  169,0,133,233,160,2,6,232 

, 38, 233 
10350  DATA  136,208,249,166,233,181,2 

18, 164, 237, 145 
10360  DATA  216,230,237,198,231,208,2 

29, 24, 165, 216 
10370  DATA  101,239,133,216,144,2,230 

,217, 198, 238 
10380  DATA  208,196,198,222,208,1,96, 

230,226,24 
10390  DATA  165,224,105,4,133,224,144 

, 2, 230, 225 
10400  DATA  133.216,165,225,133,217,2 

4,  144,  166, 96 

PrOQfCim  2:  Music  Data  Loader  For  Color  Type 

100  DIM  CLSt (33) , BDN6« ( 124) , TUNEt (37 
6):GRAPHICS  0;?  "WORKING  ON  IT.. 


1  10 
120 
130 
140 
150 
160 

200 


210 

220 
230 

240 

250 
260 

270 

280 
290 
300 

310 
320 


330 

340 
350 
360 

370 

380 
390 
400 

500 
510 

520 
530 
6000 


RESTORE  10000 

FOR  1=1  TO  33:READ  A 

CLS* ( I ,  I  ) =CHR*  (A)  :NEXT  I 

FOR  1=1  TO  124  STEP  2 

READ  C,N 

SONBS (1,1) =CHR* (C) : SDN6* ( I+l , I+l 

) =CHR* (N) : NEXT  I 

?  CHR* ( 125) : POSITION  PEEK(82),2: 

?  :?  "1  DIM  CLS* (33) , SONG* ( 124) , 

TUNE* (376) : CLS*=" ;CHR« (34) ; 

FOR  1=1  TO  LEN(CLS*):?  CHR*(27); 

CLS* ( I , I ) ; : NEXT  I:?  CHR*(34) 

60SUB  500:REM  ENTER  IT 

?  CHR* ( 125) : POSITION  PEEK(a2),2: 

?  :?  "2  SON6* ( 1 , 62) =" ; CHR* (34) ; 

FOR  1=1  TO  62:?  CHR* ( 27 ) ; SONG* « I 

, I ) ; : NEXT  I : ?  CHR* (34) 

eoSUB  500 

?  CHR* < 125) : POSITION  PEEK(B2),2: 

?  "3  SONG* (63, 124) ="; CHR* (34) ; 

FOR  1=63  TO  124:?  CHR* ( 27 ); SONG* 

<1, I ) ; : NEXT  I :?  CHR* (34) 

GOSUB  500 

RESTORE  6000 

FOR  1=1  TO  376:READ  C: 

=CHR* (C) : SOUND  0,C,10. 

D=l 

FOR  1=1  TO  5:?  CHR* ( 1 25 ) : POS I T I O 

N  PEEK(a2),2:?  1+3;"  TUNE«(";D;" 

,  ■■  ;  D  +  6  1  ;")=■■  ;  CHR*  (  34  )  ; 

FOR  J=D  TO  D+61:?  CHR* < 27 ); TUNE* 

( J, J) ; : NEXT  J 

?  CHR* (34) : GOSUB  500 

D=D+62:NEXT  I 

?  CHR* ( 1 25) : POSITION  PEEK(S2),2: 

?  "9  TUNE*  (31 1  ,  376) =" ; CHR*  (34)  ; 

FOR  1=311  TO  376:?  CHR* ( 27 ); TUNE 

* (I , I ) ; : NEXT  I 

?  CHR* (34) :GDSUB  500 

?  CHR* (125) :LIST  1 , 9 

?  :?  "LPRINT":?  :?  :?  "LIST  " ; CH 

R*  (34)  ;  "C:  '■  ;  CHR*  <  34  )  ;  "  ,  1  ,  9  "  :  END 

?  "CONT" 

POSITION  PEEK(82) ,0:POKE  842,13: 

STOP 

POKE  842, 12 

RETURN 
DATA  5,162,5,162,5,162,5,162,10 
,  128,  10,  12B, 5,  108, 5,  108, 5,  108, 5 
,  108,  10,96,  10,81,  10,  121,  10,  121, 
10, 96, 5, 96 


TUNE*(I, I > 
3: NEXT  I 


6020 


6030 


6040 


6050 


6060 


6070 


6080 


6100 


61  10 


6120 


,   10,9 
10,  96 
5,  100 
DATA 
5,  128 
10,  10 
DATA 
,96,  1 
5,81  . 
96 
DATA 
8,20, 
68,  15 
DATA 
81,5, 
,  10,8 
DATA 
10,  96 
96,  10 
4,10, 
DATA 
0,96, 
81,10 
DATA 
0,  96, 
,53,  1 
DATA 
0,96, 
81,  10 
00,  15 
DATA 
,81,1 
1,10, 
DATA 
10,  96 
,81,  1 
81 

DATA 
0,96, 
53,  10 
DATA 
,  133 
DATA 
10,9 
DATA 
30, 
DATA 
DATA 
DATA 
60 

DATA 
DATA 
DATA 
60 

DATA 
DATA 
47 

DATA 
35 

DATA 
DATA 
0 

DATA 
81 

DATA 
DATA 


6,10,81,  10,96,  10, 81  , 
, 5,  108,  10,  96,  5,  85, 30 


5      J-^'"-"^      iK^j,       /UjiJ^tJwJj-JIC 

, 100, 5, 162, 10, 162, 
, 128, 5, 1 28, 5, 128, 1 
10, 96, 10, 81 


40 

5 

B, 

5>     ,    . 
0,81,5,96, X 
15, 64, 10, 72 


. --,81 
10,  121,5,  121,  1 
6 , 10,01,5,7 
-"^     10,8*  ■" 


12  1,,.- 

1  0  ,  0   _  _  ^ 
64,  10, 72,  10, 81 j  5 


10,  1 
162, 
,72, 
10,9 
96,  1 
1 

10,  1 
,  5.  9 
,81, 
96,  1 
10,1 
10,9 

72 
20,  7 
10,  6 
0,  64 
10,6 
10,  8 
.72, 
,  64, 
15,7 
0,81 
81,1 
10,1 

,  10, 
0,  81 


08, 10, 128, 10, 128 

40, 100, 10, 96, 10, 

30,81 

6,10,81, 10, 81.5, 

0,  72,'10,72.  10.  64 


00, 
6,  1 
IS, 
0,  8 
00, 
6.  1 
10, 
2,  1 
4.  1 
,  10 
8,  1 
1.5 
10, 
10, 

2,  1 
,  10 
0,7 
00, 
96, 
.  10 


15, 

5,  a 

81, 

1 

15. 

0,  8 

64, 

0,  7 

0,  1 

,53 

5,7 

,96 

64, 

100 

10 

,81 

2,  1 

IS, 

10, 

.72 


64, 15, 72, 1 
1,10,81,10 

10.81. 10.7 

68, 15, 72, 1 
1 , 10, 81,5, 

10. 96. 10.8 
2, 20, 72,  1  1 
00, 10. 47, 5 
, 10, 64, 20. 
2, 30, 81,10 
, 10,81,5,9 
10, 96, 10, 8 


68 
81 


,10,96,5 

96, 15, 8 

96 

15, 72- 1 

10,8 


81 

, 5, 96, 15 

0, 64,  10 

i  in   ^  c!  —r, 

1 
0, 


81,10,81,5 
,  10,64,  10,  ' 


20, 72,  10, 72, 20, 72,  11 

10, 64,  10, 53,  10,  47, 5, 

;,64, 10, 53, 10, 64, 20, 1 

^  104,165,88,133,214, 

;,  215,  169 

4  30.  133, 216,  160, 0,  17 
',  17 

145, 214, 230, 214. 208 
15, 198, 216 
208,  239,  96 
■  -     -  '■     -     40,5,35,5,4 

15 


1 5, 40, 5, 
5, 60, 20, 60 


1,20,72, 


6010  DATA  10,81,5,96,10,81,5,72,5,81 

268    COMPUTE!    November  1983 


6130 

1  0000 

10010 

10020 

10030 
10040 
10050 

10060 
10070 
10030 

10090 
10100 

10110 

10120 
10130 

10140 

10150 
10160 

Program  3:  coiorType 

20  30=53760: Sl=S0+2: GOSUB  5000: 

200 
30  MINUTES= (PEEK (20) +256*PEEK ( J 

536*PEEK(ia) ) /36 0  0: RETURN 


10, 96, 
, 108, 2 

5, 162, 
0, 108, 

0,96,5 

,5,81, 
108, 5, 

, 10, 12 
81 , 10, 

96, 10. 
, 10, 96 

0,81,1 
,81,5, 
2,  10,6 

0,81,1 

96. 15. 

1 

0, 72,  1 

, 64,  15 

100 

, 100, 1 

6, 105. 

1,10,1 

, 96,  15 
1,15,8 
, 10,81 
10,81. 
, 96, 15 
96, 10, 

0, 72,  1 
64, 15, 
00 
165, 89 

3, 10,2 

, 245, 2 


5,  47,  5,  60, 5, 40, 5,47 

15. 40. 5. 40.5. 35. 5. 4 
5,60,20,60,20,72, 15 

5, 47, 5,53, 5, 60, 5, 64 

10. 100. 15. 53. 5. 57. 5 


0, 5,47 
,81,5, 

,40, 53 
0, 5, 47 
,81,5, 

, 30, 60 


5, 45, 5, 53, 20, 47, 20,40, 15, 

5,  35,  5,  40, 5, 47, 5, 45, 5, 47 
40,53, 15, 40, 5, 40, 5, 35, 5, 4 

5,  4  7,  5, 60, 20, 60, 20, 72,  15, 

5,  60,  5,  47, 5, 53, 5, 60, 5, 64 
40, 60, 40, 100 


GOTO 

9)  +6; 


40  POKE  IB,  0:  POKE  19,0:  POKE  20,0:  RET  590  IF  DIF<14T.  THEN  GOTO  650 

URN  600  A  =  USR  (AD,,ADR  {  "EDNUS"  )  ,  7  ,  fl,  64,  16) 
200  DIM  WORD*  C  10)  , BL* ( 10)  :  OPEN  #1,4,         : T X  =  T X + 1 0 : Q= 1 00 *  < T X / 1 0 )  :  5C  =  SC  +  D : 
0,  "K:  "  :  RD  =  53770:  BL«="  {10  SPACES]-"       E$  =  STR*CO) 

:BL=ADR<BL*) :TX=0: CHARCNT=0: CLS=  610  A=USR(AD,BD,9,LEN(B*),S0,24) 

ADRCCLS*)  620  DIF=TX*2:IF  DIF>ieii!  THEN  TX  =  0:DI 
210  GOSUB  40  F=1:GDSUE:  840 

220  LINES=9:REM  TOTAL  #  OF  LINES  DEF  630  FOR  1=1  TO  50 : A=240 *RND ( 0 > : F OR  Q 
I  NED  IN  DATA  =0  TO  15  STEP  5: SOUND  0,A,10,Q:3 

230  GRAPHICS  1  1  : D I F  =  0 : CC= 1  :  SC  =  0 :  S0  =  5        QUND  1  ,  A  +  5  ,  1 0 , Q : NE X T  Q:NEXT  I 

3760:TTLNS  =  0:TCHAR  =  0:TERR  =  0  ^"^^     SOUND  0  ,  0  ,  0  ,  0  :  SuUND  1,0,0,0 

240  TTLNS  =  TTLNS+1  :  TRAP  250:  SOUND  0,0  ^^^^  f^^^     CURRENT  WPH 

10  ^  66);l  POKE  764.255 

250  LNO=INT(RND<I>*LINES)+i000:RESTO  ''^S  WFH=  I  NT  (  ■  CM  ARCN  T  /  5  )  /M  I  NUTES  )  :  TWP 
R£  LNO  H=TWPM+WP«: TEE rS=TSETS+l : TCHAR=T 

260  HEAD  WORDS: TRAP  40000  CHAR+CHARCNT : CHARCNT=0 

270  FOR  1=1  TO  WORDS: READ  WORD*:LB=0  6S0  B*=STR* f WPM > : I F  WPM>eWPM  THEN  BW 
:3*="":WW=LEN(WDRD*) :XP=INT( (8  0-        PM=WPM 

B*WW)  /2>-8:  XP  =  XP*  (XP>0)  :CHARCNT=  690  A  =  USR ( AD ,  ADR  (  " *  WPM  * "  )  , CC , 7 ,  1  40 
CHARCNT+WW  , 3 ) : CC=CC+ 1 : I F  CCJIS  THEN  CC=1 

280  A  =  USR(CLS)  '^  ^^^'     A  =  L1SR  <  AD  ,  BD  ,  CC  ,  LEN  <  B*  )  ,  1  56  ,  24  )  :  C 
290  FOR  Y  =  DIF  TO  175  C  =  CC-t-l:IF  C015  THEN  CC=1 

300  CC  =  CC+1:IF  C015  THEN  CC=1  710  IF  PEEK  ( 764  >  =255  THEN  690 

310  A  =  USR  CAD,  ADR  (WORD$)  ,  CC,  Wig,  Y,  XP):  720  GET  «1,K:IF  CHR*  (  K  )  =  "  O  "  THEN  GOT 
POKE  S0,Y:IF   ',  PEEK  (  764 )  =255 )   THE        0  740 

|\j  380  730  GRAPHICS  1  1  :  GOSUB  40:eOTn  240 

320  BET  *1,K:LB=LB+1:E* CLB,LB)=CHR« (  740  GRAPHICS  0:PDSITIDN  2,2: IF  TSETS 

K)  =0  THEN  TSETS=1 

330  Q=LB- 1 : A=USR ( AD, BD+D, CC, 1 , 133, B*  750  ?  "AVERAGE  WORDS  PER  MINUTE  =  "; 

Q+XP)  INT (TWPM/TSETS) 

340  ON  B$=WORD$  GOTO  430  760  POSITION  10,4:?  "BEST  WPM  =  " ; BW 
350  ON  (BS (LB, LB) =WDRD* (LB , LB) )   GOTO        PM 

380  770  POSITION  2,6:?  "TOTAL  CHARACTERS 
360  FOR  D=15  TO  &     STEP  -0.S:SaUND  0,  TYPED  =  ";TCHAR 

200,S,Q:NEXT  Q:SOUND  0,Y,10,6:PO  780  POSITION  6,S:?  "TOTAL  TYPO  ERROR 

KE  764 ,  255: H=USR ( AD,  BL ,  1  ,  LB,  183,        S  =  " ; TERR : POS I T I  ON  8,10:7  "FINA 

XP):LB=0  L  SCORE  =  " ; SC 

370  SC=SC-WW:B«=" " : TERR=TERR+1  790  POSITION  7,14:?  "(S)TOP  OR   (R)EP 

3B0  NEXT  Y  LAY  "; 

390  A  =  USR  (  AD,  ADR  (  "  *  CRASH  *-'},6,9,80  300  SETCDLDR  2  ,  C  C  ,  3  :  CC  =  CC+ 1  :  I  F  C015 

)  THEN  CC=1 

400  A=175:FOR  Q=15  TO  9  STEP  -0.2:PL  810  IF  PEEK ( 764 ) =255  THEN  300 

QT  XP,A;DRAWTO  3  * WW+ X P  + 1 , fl :  I F  IN  820  GET  #1,A:IF  CHR«<A)="S"  THEN  BRA 
T(Q)=Q  THEN  A=A+1:C0LDR  Q  PHICS  0:END 

410  SOUND  0,  PEEK (RD)  .  a, Q:  NEXT  Q:SC  =  S  830  RUN 

C-WW:SOUND  0,0,0,0:POKE  764,255  340  REM  SONG  ROUTINE  TO  GIVE  A  REST 

420  COLOR  0:FQR  Q=175  TO  191:PL0T  XP  850  S  =  ADR ( SONG* ):  L  =  LEN  ( SONG* ): REM  TO 
,Q:DRAWTO  8  * W W+ X P  +  1  , G : NEX T  G:TCH         THE  WEARY  TYPIST 

AR=TCHAR+CHARCNT: GOTO  740  860  FOR  I=S  TO  S+L-1  STEP  2 

430  SC  =  SC  +  WW:POf:E  S0,60  B70  C  =  PEEK  (  I  )  :  N  1  =PEEK  (  I  +  1  )  :  I  F  Nl  =  100 
440  NEXT  I : GOSUB  30  THEN  890 

450  DIF=DIF+6:IF  DIF>=143  THEN  430  380  RESTORE  900+Nl:READ  N2,N3,N4 

470  IF  TTLNS<5  THEN  GOTO  240  832  SOUND  0 ,  N 1  ,  1 0 ,  1 0 : SOUND  1,N2,10,S 
430  TTLNS=0  :SOUND  2 , N3, 1 0 , 6 : SOUND  3,N4,10,5 

490  GRAPHICS  1 1 : B*  =  STR$  ( SC )  S90  FDR  DELA=1  TO  6*C:NEXT  DELA:FDR 
500  A  =  USR ( AD, ADR (  "*  SCORE  *"),5,9,18        G  =  0  TO  3:S0UND  G,0,0,0;NEXT  BiNE 
)  :  I  =  INT  ( 10- (LEN (B*)  /2) +5)  *a:  IF  I        XT  I 

<0  THEN  1  =  0  900  SC  =  SC-*-1000:  A  =  USR  (AD,  ADR  (  "  1000"  )  , 
510  A  =  USR (AD, BD, 3, LEN (B*)  , 40,  1 )  :  POKE        1  2  ,  4 , 72 , 24 )  : RETURN 

764,255  935  DATA  42,52,70 

520  FOR  1=0  TO  74  STEP  2;C0L0R  INT(1  940  DATA  47,60,31 

4»RND<I>)+1  "f^^     DATA  54,67,90 

530  PLOT  I,0:PLOT  I,190:POKE  S0,PEEK  947  DATA  56,70,94 

(RD)  "^^S  DATA  63,7«?,106 

540  PLOT  I,l:PLaT  I,189:NEXT  I  957  DATA  68,35,114 

550  FOR  1=0  TO  189  STEP  5:C0L0R  INT(  960  DATA  71,90,120 

RND(I)»14)+1  964  DATA  76,96,128 

560  PLOT  0,I:PLOT  74,Ii-i:PLDT  0,1  +  1:  972  DATA  85,108,144 

PLOT  74,I+1:PL0T  0.I+2:PLDT  74,1  981  DATA  96,121,162 

+2  1000  DATA  16, NOW, IS, THE, TIME, FOR, ALL 
570  POKE  S0. PEEK (RD>  : NEXT  I  , GOOD , MEN , TO ,  COME , TO , THE , A  I  D ,  OF 

530  FOR  1  =  15  TO  0  STEP  -0 .  I i BOUND     0,  , THE  I R ,  COUNTRY 

1 20  ,  12,  I  :  NEXT  I  1001  DATA  5 , M AR Y , HAD , A , L I TTLE ,  LAMB 

November  1983    COMPUTE!    269 


10  0  2 

i  0  !£l  3 

1004 

1CI05 

100  6 

1  00  7 

llil0S 

5000 
5010 
5020 

5ei30 

50  4  0 
5050 

S0t0 
5070 
5030 
5090 
5100 
5110 
5120 
5130 
5140 
5150 
5  160 

5170 


DA 

Y 

Dft 

Mft 

DA 

IN 

DA 

DA 

ES 

DA 

N 

DA 

D 

RE 

6R 

B$ 

FO 

A  = 

CC 

50 

Y  = 
NE 
B$ 
FO 
A  = 
CC 
IF 

Y  = 
NE 
A  = 
T  = 
NO 
A  = 
48 
64 


TA  4, TIRED, FINBERS, TYPE,SLOWL 

FALLS, 
, THE, F 


TA  9, THE, RAIN, IN, SPAIN, 

INLY, DN, THE, PLAIN 

TA  6, TYPING, IS, GOOD, FOR 

GERS 

TA  5 

TA  7 

T,  OF 


I, EAT, BANANAS, FOR. LUNCH 
TOUCH, TYPING, I S  A, TRUE, T 
SKILL 


TA  5, VIDEO, GAMES, ARE, GREAT, FU 
TA  6, WE. SAW  A, ZEBRA, AT, THE, 20 


I-l  T  I 
APHI 

=  "ca 

R  1  = 
USR  ( 
=  CC-t- 
70 

24 
XT  I 
=  '■  T  Y 
R  1  = 
USR  C 
=  CC  + 

Y  =  4 
43 

XT  I 
USR  C 
ADR  ( 

1  ,0 
USR  ( 
,  0)  : 
,  24) 


TLE  PAGE 
CS  1  1 
LOR"  : 

0  TO 
AD,  BD 

1  :  IF 


CC=1  : Y  =  24 
LEN(B*) -1 
-i  I  .CC,   1  ,  Y, 


5180  FOR  I=T  TO  T+LEN (TUNE* ) - 1  STEP 

5190  C  =  PEEh;  (  I  )  :  N  =  PE£K  (  I +•!  )  :  F  =  0 

5200  IF  O100  THEN  C  =  C-100:F=1 

5210  IF  N=100  THEN  GOTO  5230 

5220  POKE  Se,N:PaKE  S1,N+1 

5230  A=USR ( AD, ADR ( "MAT  RAT " ) , CC , 7 ) : C 

C  =  CC+1:IF  C015  THEN  CC=1 
5240  FOR  A=l  TO  1.2*C:NEXT  A 
5250  IF   NOT   (F)   THEN  POKE  S0,0:POKE 

S  1  ,  0 
5260  IF  PEEK (764) <; 255  THEN  5280 
5270  NEXT  I: GOTO  5180 
5280  POKE  764, 255: SOUND  0,0,0,0:SOUN 

D  I  ,  0  ,  0  ,  0 
5290  RETURN  (8 


v'  =  24 


"HEN 


3*1  + 
Y  =  2a 


16) 
:  GOTO 


PE"  :  Y 
0  TO 
AD,  ED 
i  :  IF 
8  THE 


AD,  AD 
TUNE* 
,10,6 
AD,  AD 
A  =  USR 
:  COLO 


=  48 

L  E  N  (  B  $  )  -  1 

+I,CC, 1,Y, 8*1+16) 

C015  THEN  CC=1 

N  Y=52:G0T0  5140 


R  (  "  BY  " )  , 9, 4, B6,  16) 

):  SOUND  0,0,  10, 8: SOU 

R \ "PRESS  ANY"  )  , 3,  9,  1 
(AD, ADR  < "KEY"  )  ,  4,  3,  1 
R  0: PLOT  B, 124 


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VIC-20  IS  .■)  TM  of  Commodorn  Business  Machines 


Using  The  VIC/64 
Function  Keys 


Jim  Butterfeld,  Associate  Editor 


The  function  keys,  fl  tofS,  seem  easy  to  use  and  under- 
stand. Yet,  if  you  haven't  made  the  right  mental  con- 
nections, they  must  seem  baffling.  One  of  the  questions 
we're  asked  Juosf  often  is  "How  do  you  make  the  func- 
tions keys  work?" 


You  Can't  input 

Let's  talk  about  the  INPUT  statement  for  a  mo- 
ment. If  your  program  contains  an  INPUT  state- 
ment -  or  for  that  matter,  if  you  try  typing  a  direct 
command  -  the  function  keys  don't  seem  to  work. 
They  really  do  work,  but  to  little  avail. 

The  point  here  is  that  INPUT  takes  its  infor- 
mation from  the  screen  -  and  the  function  keys 
don't  show  up  on  the  screen. 

When  you  press  one  of  the  keys,  it  is  received 
and  placed  into  the  keyboard  input  buffer.  During 
an  input  or  direct  statement  -  in  other  words, 
whenever  the  cursor  is  flashing  -  the  keyboard 
buffer  is  promptly  emptied  and  the  characters 
there  are  printed  to  the  screen.  There's  the  prob- 
lem: fl,  f2,  etc.,  have  no  printable  equivalent, 
so  at  this  point  the  characters  are  lost.  Later, 
INPUT  will  see  you  press  RETURN  and  will  take 
its  information  from  the  screen,  but  there  are  no 
f-characters  there. 

In  other  words,  INPUT  or  normal  direct  state- 
ments will  lose  the  function  keys.  There's  a  way 
around  this,  but  it's  awkward:  put  your  input 
within  quotation  marks,  and  the  keys  will  be  de- 
tected. They  will  also  print  oddly,  but  that's 
another  story. 

Another  Story  -  GET 

The  GET  command  takes  information  directly 
from  the  keyboard  buffer,  so  it  will  read  these 
keys  without  problem.  The  question  is:  how  does 
your  program  test  to  see  if  it  has  an  f-key?  The 
answer  is'easy,  but  it's  rather  graphic  in  nature  - 
so  try  this  on  your  machine; 


100  GET  X$ 
110IFX$  =  " 

and  hold  it  right  there. 

At  this  moment,  we're  in  the  middle  of  line 
110,  and  we've  just  typed  the  quotation  mark. 
Now,  press  the  fl  key,  and  you'll  see  an  odd  re- 
verse graphic  symbol  printed.  It's  the  "pro- 
grammed cursor"  equivalent  of  the  key  fl;  it  looks 
like  a  reversed  horizontal  bar,  and  for  all  intents, 
and  purposes  it  is  key  fl.  Now  finish  the  line  so  it 
looks  like  this: 

110  IF  X$  =  "fl"  THEN  PRINT  "FUNCTION  1" 

Note  to  readers  who  have  been  skimming:  don't 
type  the  characters  f  and  1  within  the  quotation 
marks;  tap  key  fl  at  this  point. 

Using  the  same  system,  we  may  work  through 
all  eight  functions: 

120  IF  X$  =  "i2"  THEN  PRINT  "FUNCTION  2" 

Key  f2  is  f  1  with  the  shift  key  held  down,  of  course; 
it  prints  a  reverse  quarter-circle.  Keep  going: 

130  IF  X$  =  "f3"  THEN  PRINT  "FUNCTION  3" 

and  so  on  until: 

180  IF  X$  =  "(8"  THEN  PRINT  "FUNCTION  8" 
190  GOTO  100 

You  can  run  this  program  and  play  with  the 
f-keys  as  long  as  you  like.  As  you  can  see,  the 
computer  recognizes  the  keys  without  trouble. 

In  larger  programs,  you'll  often  want  to 
GOTO  when  you  see  a  given  key.  That's  no  trouble 
at  all,  of  course. 

Another  Way 

Those  funny  characters  can  be  puzzling.  They  are 
hard  to  read  and  may  be  confused  with  each  other. 
There's  no  listing  standard  for  them  yet.  Some- 
times it's  useful  to  write  them  another  way,  with- 
out the  funny  characters. 

100  GET  XS:IF  X$  =  "  "  GOTO  100 

110X  =  ASC(XS) 

November  1983    COMPUTll     271 


We've  changed  our  input  key  to  an  ASCII  number. 
Every  key  has  its  own  ASCII  vakie;  if  we  know 
the  value,  we'll  know  which  key. 

Now  I  could  tell  you  the  ASCII  values  for  the 
eight  function  keys,  but  I'm  not  going  to  do  that. 
Instead,  I'll  tell  you  how  to  find  these  values  for 
yourself. 

Suppose  you  want  to  find  the  ASCII  number 
for  key  fl.  Just  type: 

PRINT  ASCC'fl") 

Remember  to  press  the  fl  key  (don't  type  f  and  1 
as  two  characters),  and  you'll  see  the  computer 
respond  with  a  value  of  133,  That's  the  ASCII 
value  of  key  fl . 

Now  we  can  continue  the  above  program: 

120  IF  X  =  133  THEN  PRINT  "FN  1" 
130  IF  X  =  137  THEN  PRINT  "FN  2" 

continuing  to: 

190  IF  X  =  140  THEN  PRINT  "FN  8" 
200  GOTO  100 

1  haven't  given  you  the  ASCII  numbers  to  fill  in 
the  missing  lines  -  but  with  a  little  care  and  atten- 
tion, you  can  find  them  for  yourself, 

A  Simple  Example 

Let's  do  a  simple  quiz,  using  the  odd-numbered 

f-keys. 


100 

DATA 

WHO  DISCOVERED  AMERICA 

110 

DATA 
EIN 

GALILEO,  COLUMBUS,  REAGAN,  EINST 

120 

DATA 

2 

130 

DATA 

THE  CHARGE  ON  AN  ELECTRON  IS 

140 

DATA 
LE 

NEUTRAL, POSITIVE , NEGATIVE, VARIAB 

150 

DATA 

3 

160 

DATA 

UGANDA  IS  IN 

170 

DATA 
ICA 

ASIA,  SOUTH  AMERICA,  EUROPE,  AFR 

180 

DATA 

4 

190 

DATA 

It  -ff   II 

200 

READ 

Q?;IF  Q?="*"  THEN  END 

210 

PRINT  Q?;  "  — " 

220 

READ 

A$:PRINT"F1  -  ".-A? 

230 

READ 

A?:  PRINT  "F3  -  ",-A$ 

240 

READ 

A$  .- PRINT  "F5  -  ";A$ 

250 

READ 

A$: PRINT "F7  -  " ; A$ 

260 

PRINT  "YOUR  ANSWER?  "; 

270 

READ 

A 

280 

GET  X$:IF  X5=""  GOTO  280 

290 

X=ASCCX$) 

300 

IF  X< 

13  3  OR  X>136  GOTO  280 

310 

X=X-132: PRINT  "F";X*2-1 

320 

IP  X= 

=A  THEN  PRINT  "RIGHT  1 " :GOTO  340 

330 

PR1N1 

'  " WRONG  1" 

340 

GOTO 

200 

You'll  notice  that  line  220  calls  for  you  to  type  the 
actual  characters  (F  and  1),  and  the  same  goes  for 
lines  230  to  250. 

The  program  isn't  the  definitive  educational 
package  -  but  it  does  show  how  the  function  keys 
can  be  used  effectively. 

272     COMPim!     November  1983 


Without  A  Program 

Sometimes  you  might  like  to  have  the  function 
keys  do  something  even  when  there  is  no  program 
running.  That's  much  tougher;  if  your  program  is 
not  running,  it  can't  do  the  job.  You  may  have 
noticed  that  packages  like  the  Super  Expander 
provide  this  feature:  pressing  the  fl  key  might 
produce  the  word  GRAPHIC  on  the  screen. 

This  kind  of  thing  utilizes  advanced  tech- 
niques. You  would  need  to  know  machine  lan- 
guage, and  how  to  implement  a  wedge.  It  can  be 
done  -  but  it's  not  for  beginners.  © 


H€tl 


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All  About  The 
Tl  Character  Set 


Michael  A  Covington 


This  brief  outline  of  the  Tl  character  set  explains  how 
the  computer  recognizes  each  character.  The  author 
discusses  some  uses  of  the  characters'  numeric  codes 
and  indicates  which  characters'  graphic  representations 
can  be  assigned  or  changed. 


Chances  are  you've  never  given  your  computer's 
character  set  much  thought.  You  press  keys  on 
the  keyboard  and  the  characters  appear  on  the 
screen;  that's  all  there  is  to  it,  or  so  it  seems.  But 
there's  a  lot  more  going  on  than  meets  the  eye. 

Inside  the  computer,  each  character  is  repre- 
sented by  a  numeric  code  -  a  number  between  0 
and  255  inclusive.  For  instance,  the  code  for  capital 
E  is  69;  the  code  for  an  exclamation  mark  is  33;  the 
code  for  a  blank  (a  blank  is  a  character  just  like  all 
the  others)  is  32.  To  associate  these  codes  with 
the  characters  you  see  on  the  screen,  the  computer 
has  to  know  two  more  things  about  each  of  them: 
a  graphic  representation  that  describes  how  the 
character  is  supposed  to  look  on  the  screen,  and  a 
key  assignment  that  indicates  what  key  or  combi- 
nation of  keys  you  can  hit  on  the  keyboard  to 
type  the  character.  For  instance,  the  character 
string  "HELLO  THERE!"  (not  counting  the  quo- 
tation marks)  involves  the  following: 


ferring  to  characters  by  their  numeric  codes  and 
treating  them  as  numbers.  For  instance,  the  CALL 
HCHAR  and  CALL  VCHAR  statements,  which 
you  meet  at  an  early  stage  as  you  work  through 
the  manuals  that  come  with  the  computer,  refer 
to  characters  by  their  numbers.  The  statement 

CALL    HCHAR(3,3,69,20) 

will  place  a  row  of  20  capital  E's  (character  number 
69)  on  the  screen  beginning  at  row  3,  column  3. 
Also,  you  can  input  characters  as  numeric 
codes.  The  CALL  KEY  statement  senses  whether 
a  particular  key  on  the  keyboard  is  up  or  down; 
when  a  key  is  pressed,  CALL  KEY  gives  you  the 
numeric  code  corresponding  to  it.  For  instance, 
here  is  a  program  which  will  tell  you  the  numeric 
code  of  any  key  on  the  keyboard: 

10  PRINT  "PRESS  ANY  KEY..." 
20  CALL  KEY ( 5 , CODE , STATUS ) 
30  IF  STATUS  <>  1  THEN  20 
40  PRINT  CODE 
50  GO  TO  10 

The  heart  of  the  program  is  lines  20  and  30. 
Line  20  tells  the  CALL  KEY  subroutine  to  look  at 
the  keyboard  and  report  what's  going  on.  The 
variable  STATUS  will  equal  1  only  if  the  condition 
of  the  keyboard  has  changed  since  the  last  time 


Graphic 
representation: 

Numeric  code: 

Key 

assignment: 


H 

E 

L 

L 

O 

T 

H 

E 

R 

E 

1 

72 

69 

76 

76 

79 

32 

84 

72 

69 

82 

69 

33 

H 
key 

E 
key 

L 

key 

L 
key 

O 
key 

space 

bar 

T 

key 

H 

key 

E 
key 

R 
key 

E 
key 

shift  & 
Ikeys 

Statements  Using  Numeric  Codes 

Normally  (when  you  type  characters  in  response 
to  a  string  INPUT  statement  or  when  you  type 
them  as  part  of  a  program)  you  enter  characters 
by  hitting  the  keys  that  correspond  to  them.  That 
is,  you  access  them  by  tneans  of  their  key  assign- 
ments, and  within  the  program  you  treat  them  as 
character-string  data.  But  there  are  ways  of  re- 


the  routine  looked  at  it.  If  STATUS  does  not  equal 
1,  we  simply  go  back  to  line  20,  since  we  don't 
want  to  do  anything  more  if  the  user  hasn't 
pressed  a  key  or  hasn't  yet  let  go  of  the  one  already 
looked  at.  The  variable  CODE  contains  the 
numeric  code  associated  with  the  key  being 
pressed,  if  any.  (The  first  parameter  of  CALL  KEY, 
the  number  5,  simply  indicates  that  we  want  the 


November  1983    COMPUTE!    273 


usual  BASIC  set  of  codes;  specifying  other  num- 
bers there  instructs  the  computer  to  use  other  sets 
of  key  assignments  for  various  special  purposes.) 

The  ASC  and  CHI^  functions  allow  you  to 
convert  back  and  forth  between  numeric  codes 
and  character  strings.  If  A$  is  a  character  string, 
ASC(AS)  is  the  numeric  code  of  its  first  character; 
thus  ASC("E")  is  69.  Conversely,  if  N  is  a  number, 
CHR$(N)  is  a  one-character  string  of  which  N  is 
the  numeric  code;  thus  CHR$(69)  is  E.  If  we  want 
the  program  above  to  print  the  characters  them- 
selves rather  than  their  codes,  we  can  convert  the 
codes  into  characters  by  changing  line  40  to: 

40  PRINT  CHR${CODE) 

The  CALL  CHAR  subroutine  allows  you  to 
alter  graphic  representations  using  a  hexadecimal 
code  that  the  manual  describes  in  detail.  For  in- 
stance, if  you  want  to  change  the  dollar  sign  ($) 
into  a  British  pound  sign  (£),  just  execute  the  state- 
ment: 

CALL  CHARC36,"001C22207C20207E") 

That  will  do  it,  at  least  as  long  as  the  program  is 
running:  the  key  assignment  and  numeric  code 
will  be  the  same,  but  the  dollar  sign  will  look  like 
a  pound  sign.  (It  will  revert  to  its  original  appear- 
ance when  your  program  stops  executing.) 

What's  Not  In  The  Manual 

Those  are  the  preliminaries;  now  we  get  to  the 
really  interesting  part  (the  part  that  isn't  in  the 
manual,  at  least  not  entirely).  Internally,  the  com- 
puter can  use  any  number  from  0  to  255  as  a  char- 
acter code;  any  such  code  can  be  an  element  in  a 
character  string  and  can  be  referred  to  by  CALL 
VCHAR,  CALL  HCHAR,  and  CHR$.  (In  fact, 
CALL  VCHAR,  CALL  HCHAR,  and  CHR$  wiU 
actually  take  numbers  up  to  32767;  multiples  of 
256  are  subtracted  as  necessary  to  get  a  number  in 
the  O-to-255  range.)  But  not  all  the  codes  have  key 
assignments  or  graphic  representations.  The 
breakdown  (by  numeric  codes)  is  as  follows: 

0  -  Undefined  (no  key  assignment,  no  graphic 
representation). 

1  to  15  -  Function  keys  (Table  1).  Most  of 
these  characters  can  be  input  by  means  of  the 
CALL  KEY  statement,  but  they  cannot  be  typed 
in  normal  contexts  (for  example,  in  response  to 
an  INPUT)  because  there  they  are  interpreted  as 
requests  to  perform  cursor  movements  or  the 
like.  They  have  no  graphic  representations  (if  you 
print  them,  you  get  blanks  or  garbled  patches). 

16  to  29  -  Undefined  (like  0,  these  codes  have 
no  key  assignments  and  no  graphic  representa- 
tions, and  there  is  no  straightforward  way  of 
giving  them  either). 

30  -  The  graphic  representation  of  this  char- 
acter is  the  black  square  that  marks  the  cursor; 

274    COMPUni    November1983 


thus,  CHR$(30)  is  handy  if  you  want  a  black 
square.  No  key  is  assigned  to  it. 

31  -  This  is  the  screen  border  character  -  a 
blank  that  is  the  color  of  the  border  rather  than 
the  typing  area.  No  key  is  assigned  to  it. 

32  to  126  -  Standard  ASCII  characters  (Table 
2).  These  are  the  characters  you  use  every  day, 
including  the  alphabet,  the  numbers,  and  all  the 
punctuation  marks  and  mathematical  symbols. 
Their  graphic  representations  can  be  changed 
with  CALL  CHAR  but  will  revert  to  their  original 
form  when  the  program  ends. 

127  to  159  -  User-defined  characters  (Table 
3).  These  start  out  with  no  graphic  representa- 
tions, but  you  can  define  them  with  CALL  CHAR, 
and,  contrary  to  what  the  Tl  manual  says,  such 
definitions  remain  in  effect  after  the  program  stops 
running  (though  most  are  disrupted  when  another 
program  is  loaded). 

What  most  people  don't  realize  is  that  these 
characters  can  be  typed  -  they  have  key  assign- 
ments and  are  acceptable  in  the  same  context  as 
any  other  character  (that  is,  in  response  to  an 
INPUT  or  CALL  KEY,  or  within  quotes  in  a  pro- 
gram). All  but  one  of  them  require  you  to  hold 
down  the  CTRL  key  (at  the  lower-left  corner  of 
the  keyboard)  when  typing  them;  character 
number  127  uses  the  FCTN  key  instead. 

160  to  175 -Undefined. 

176  to  198  -  These  characters  have  key  as- 
signments (Table  4),  but  no  graphic  representa- 
tions and  no  direct  way  of  giving  them  any.  They 
can  be  used  as  special  function  keys  of  some  sort 
(in  response  to  either  CALL  KEY  or  INPUT),  but 
not  as  displayable  characters. 

199  to  255  -  Undefined. 

Even  the  "undefined"  character  codes  (those 
that  cannot  be  typed  on  the  keyboard  or  displayed 
on  the  screen)  are  not  completely  useless.  You 
can  refer  to  them  by  means  of  CHR$  and  ASC 
and  use  them  as  special  markers  of  various  kinds 
when  manipulating  character  strings.  They  also 
may  come  into  play  when  you  are  transmitting 
data  to  other  devices  (for  example,  printers  or 
other  computers)  that  have  definitions  for  charac- 
ters that  are  undefined  on  the  TI-99. 

Finally,  consider  this  possibility.  Each  char- 
acter in  a  character  string  has  a  code  between  0 
and  255  inclusive,  accessible  through  CHR$  and 
ASC.  Also,  the  SEG$  function  allows  you  to  ad- 
dress individual  characters  in  a  string,  and  the  & 
(concatenation)  operator  allows  you  to  construct 
strings  out  of  individual  characters.  This  means 
that  a  character  string  gives  you  a  compact  way  of 
storing  a  set  of  integers  between  0  and  255  -  each 
element  occupies  only  one  byte  in  memory,  as 
compared  to  the  eight  bytes  normally  needed  to 
store  a  number.  So  if  you  have  a  program  that 


needs  to  keep  track  of  thousands  of  small  integers 
-  more  than  will  fit  in  available  memory  in  numeric 
form  -  then  character  strings  may  be  the  answer. 


Table  1: 

Function  Key  Codes 

(None 

of  these  characters  have  graphic  repre- 

sentations,  nor  can  they  be  given  them.  They      | 

can  be 

typed  only  through  the  CALL  KEY  state- 

ment. 

not  in  response  to  a  string  INPUT  state- 

ment, 

or  within  a  program.) 

Code 

Key 

1 

FCTN7("AID") 

2 

None  usable.  The  key  definition  associated 

with  this  code  is  FCTN  4,  but  in  BASIC, 

hitting  that  key  interrupts  the  program . 

3 

FCTN  1  ("DELETE") 

4 

FCTN  2  {"INSERT") 

5 

None  usable.  The  key  definition  associated 

with  this  code  is  FL  i  N  = ,  but  hitting  that  key 

forces  a  machine  reset  and  the  program  in 

memory  is  lost. 

6 

FCTN  8  ("REDO") 

7 

FCTN  3  ("ERASE") 

8 

FCTN  S  (left arrow) 

9 

FCTN  D  (right arrow) 

10 

FCTN  X  (down  arrow) 

11 

FCTN  E  (up  arrow) 

12 

FCTN6("PROC'D") 

13 

ENTER 

14 

FCTN  5  ("BEGIN") 

15 

FCTN  9  ("BACK") 

Table  3: 

User-definable  Graphics  Characters 

These  characters  can  be  typed  using  the  key 
combinations  listed  and  are  acceptable  in  any 
context  (that  is,  they  can  be  input  using  the 
CALL  KEY  or  INPUT  statements  and  can  appear 
between  quotes  within  a  BASIC  program). 

Graphic  representations  can  be  given  to 
these  characters  with  the  CALL  CHAR  state- 
ment. Contrary  to  TI  documentation,  such 
representations,  once  assigned,  will  persist 
after  the  program  stops  running. 
Code       Key  Code       Key 

127  FCTNV  144  CTRLP 

128  CTRL,  (comma)         145  CTRLQ 


129 

CTRL  A 

130 

CTRLB 

131 

CTRLC 

132 

CTRLD 

133 

CTRLE 

134 

CTRLF 

135 

CTRLG 

136 

CTRLH 

137 

CTRL  I 

138 

CTRL  J 

139 

CTRLK 

140 

CTRLL 

141 

CTRLM 

142 

CTRLN 

143 

CTRLO 

146 
147 
148 
149 
150 
151 
152 
153 
154 
155 
156 
157 
158 
159 


CTRLR 

CTRLS 

CTRLT 

CTRLU 

CTRLV 

CTRLW 

CTRLX 

CTRLY 

CTRLZ 

CTRL ,  (period) 

CTRL; 

CTRL  = 

CTRLS 

CTRL  9 


Table  2: 

ASCII  Graphic  Characters  On  The  Ti-99/4A 

(This  table  gives  the  numeric  codes  and  graphic 
representations;  the  key  assignments  are 
marked  on  the  keyboard.  The  graphic  repre- 
sentations can  be  changed  by  the  CALL  CHAR 
statements  but  revert  to  their  original  form 
when  the  program  stops  running.) 

Code    Graphic 

Representation 

(space) 


32 
33 
34 
35 
36 
37 
38 
39 
40 
41 
42 
43 
44 
45 
46 
47 
48 
49 
50 
51 
52 


74 
75 
76 
77 
78 
79 
80 
81 
82 
83 
84 
85 
86 
87 
88 
89 
90 
91 
92 
93 
94 
95 
96 


120 
121 
122 
123 
124 
125 
126 
127 


# 
$ 
% 
& 


'  (minus) 

/ 
0 
1 
2 
3 
4 


J 

K 
L 
M 

N 
O 
P 

Q 

R 

S 

T 

U 

V 

W 

X 

Y 

Z 

t 

\(back  slash) 


.(underline) 


} 


Code    Graphic 

Representation 

5 
6 
7 
8 
9 


53 
54 
55 
56 
57 
58 
59 
60 
61 
62 
63 
64 
65 
66 
67 
68 
69 
70 
71 
72 
73 


> 

7 
@ 

A 
B 
C 
D 

E 
F 
G 
H 

I 


97 

98 

99 

100 

101 

102 

103 

104 

105 

106 

107 

108 

109 

110 

111 

112 

113 

114 

115 

116 

117 

118 

119 


a 
b 
c 
d 
e 
f 

g 
h 
i 

J 

k 

1 

m 
n 
o 

P 

q 

r 

s 
t 
u 

V 

w 


See  Table  3.  TI  documentation  mistakenly 
classifies  this  character  with  the  wrong  group. 


November  1983    COMPUTEI     275 


Table  4: 

Characters  With  Key  Assignments  But  No 
Graphic  Representations 

These  characters  are  not  mentioned  in  TI 
documentation.  They  can  be  typed  in  any  con- 
text (that  is,  in  response  to  an  INPUT  or  CALL 
KEY  statement  or  between  quotes  in  a  pro- 
gram), but  they  have  no  graphic  representations 
and  cannot  be  given  any. 

Code  Key  Code  Key 

176  CTRLO  188  FCTNO(zero) 

177  CTRLl  189  FCTN; 

178  CTRL  2  190  FCTN  B 

179  CTRL  3  191  FCTNH 

180  CTRL  4  192  FCTN  J 

181  CTRL  5  193  FCTNK 

182  CTRL  6  194  FCTNL 

183  CTRL  7  195  FCTNM 

184  FCTN ,  (comma)        196  FCTNN 

185  FCTN.  (period)         197  FCTNQ 

186  FCTN/  198  FCTN  Y 

187  CTRL/ 


Q 


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When  you  get  a  LOAD  ERROR,  what  can  you  do? 
Can  yon  recover  the  program?  TItii:  article  deals  xoith 
the  frustrating  problem  of  tape  loading  errors.  Also, 
there's  a  technique  here  which  allows  you  to  LOAD 
programs  twice  as  fast  as  usual. 


When  you  save  your  program,  the  VIC  or  64  saves 
it  twice  on  the  tape.  When  the  program  is  loaded, 
the  first  version  is  put  into  the  computer  and 
checked  against  the  second  version.  Any  mis- 
match will  cause  the  LOAD  ERROR. 

If  you  get  a  load  error,  LIST  the  program.  If  it 
LISTs  properly  to  the  end,  it  can  probably  be  re- 
covered. Don't  RUN  the  program  yet,  or  it  will  be 
destroyed.  The  problem  here  is  that  the  start  of 
variable  pointers  are  not  set.  Set  these  pointers  by 
POKEing  the  value  found  by  PEEKing  831  into 
locations  45,47,49;  and  POKEing  the  value  found 
by  PEEKing  832  into  46,48,50.  After  performing 
these  six  POKEs,  make  sure  that  you  have  done 
everything  correctly  by  typing  PRINT  FRE(O).  If  it 
shows  a  decrease  in  free  RAM,  your  program  is 
ready.  Type  RUN,  and  it  should  work. 

However,  if  the  computer  just  locks  up,  vou 
have  POKEd  the  wrong  values.  Press  RUN-STOP/ 
RESTORE  and  rewind  the  tape  to  the  beginning. 
Type  OPEN  1  and  play  the  tape.  After  the  header 
is  loaded,  it  will  stop.  Now  831  and  832  should 
contain  the  location  of  the  variable  pointer.  Per- 
form the  above  POKEs  and  try  again. 

The  Solution 

When  the  VIC  or  64  loads  a  program,  it  sets  zero 
page  pointers  (which  tell  it  how  long  the  program 
is)  and  loads  the  program  itself  into  BASIC  RAM. 
Apparently,  the  computer  sets  the  pointers  after 
the  program  is  loaded  and  checked.  If  the  com- 
puter detects  a  load  error,  it  does  not  update  the 
pointers.  So  although  you  can  LIST  the  program, 
the  computer  thinks  there  is  nothing  in  memory. 


If  the  program  is  RUN  at  this  stage,  the  variables 
will  overwrite  the  program  and  destroy  it. 

The  POKEs  given  above  set  the  variable 
pointers  to  the  correct  values,  which  are  found  in 
the  cassette  buffer.  Locations  829,830  and  831,832 
hold  the  starting  addresses  (Lo/Hi)  of  the  program 
and  variables,  respectively. 

This  cure  works  only  if  the  program  itself  is 
loaded  successfully.  If  the  program  is  garbled, 
this  method  will  not  work.  Eortunately,  many 
load  errors  result  from  this  pointer  problem,  so 
this  technique  is  well  worth  knowing. 

Loading  Time  Cut  In  Haif 

An  8K  program  takes  two  and  a  half  minutes  to 
load.  Since  the  computer  loads  the  program  and 
then  checks  it,  the  actual  loading  takes  only  half 
the  time.  The  value  of  the  verification  is  doubtful 
since  it  won't  correct  any  detected  errors.  All  it 
does  is  report  7LOADING  ERROR.  As  a  rule, 
machine  language  programs  can  be  stopped  at 
the  middle  of  the  load  and  RUN  (or  SYSed  to) 
without  problems,  since  there  are  no  zero  page 
pointers  involved.  On  the  other  hand,  BASIC 
programs  need  more  attention  if  they  are  to  RUN 
at  "half  time."  Since  the  pointers  are  not  set  until 
the  end  of  the  load,  they  must  be  typed  in  manu- 
ally or  incorporated  into  the  program. 

Let's  prepare  a  program  so  that  it  can  be 
stopped  at  the  middle  and  RUN  (and  still  work). 
Add  a  line  at  the  beginning  of  the  program: 

POKE    46,PEEK(832):    POKE   48, PEEK (832) :    POK 
E    50,PEEKC832):    POKE    45, PEEK(831 ) s    POKE 
47, PEEK (831):    POKE    49, PEEK (831) 

Type  in  the  above  line  (or  make  it  two 
lines),  and  make  sure  it  is  at  the  beginning  of  your 
program.  Now  SAVE  the  program. 

When  this  program  is  RUN  after  being 
stopped  at  the  middle,  it  will  first  reset  the 
pointers.  Now  we  don't  have  to  wait  for  the  corn- 
November  wea    COMPUTE!    277 


puter  to  do  it  at  the  end.  The 
result:  the  program  LOADs  twice 
as  fast. 

This  technique  can  be  used 
with  any  program  to  shorten 
loading  time.  Use  the  tape 
counter  to  find  the  middle  of  tiie 
program  and  allow  it  to  go 
slightly  past. 

If  you  have  consistent  tape 
problems,  try  changing  the  loca- 
tion of  your  cassette  recorder. 
Remember  that  data  transmis- 
sion is  sensitive  to  electrical 
fields.  You  should  keep  the  con- 
necting cord  away  from  the  back 
of  the  TV,  which  is  a  strong 
source.  Always  verify  your  pro- 
grams after  saving.  © 


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278     COMPUTE!    November  1983 


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The  MONKEY  WRENCH  provides  18  direct  mode 
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vides  new  line  numbefS  when  entering  BASIC  program 
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inclurling  internal  references,  DELETE  LINE  NUMBERS 
—  Removes  a  range  BASIC  line  numbers. 
VARIABLES  —  Display  all  BASIC  variables  and  tlieir  current  value  Scrolling  -  Use  ttie 
START  &  SE  LECT  keys  to  display  BAS IC  lines  automatical  ly  Scroll  u  p  or  down  BASIC  pro- 
gram. FIND  STRING  -  Find  every  occurrence  of  a  string,  XCHAfJGE  STRING  -  Find  every 
occurrence  of  a  string  and  replace  it  wrth  anotlier  string.  fdOVE  LINES  —  Move  lines  from 
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SION —  Converts  a  decimal  number  to  a  hexadecimal  number  MONITOR  —  Enter  the 
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In  addition  to  the  BASIC  commands,  the  Monkey  Wrench  also  contains  a  machine 
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Make  Your  Apple 
User-Friendly 


Karen  Goeller  McCullough 


With  ail  Apple  11  and  a  disk  drive,  i/oii  can  use  thi^ 
ivrsatile  ulUiiy  program  to  create  uieiius  that  call  otiier 
prograuii  -  or  you  can  merge  it  with  your  own  multi- 
function programs  to  create  an  effective  master  menu. 


If  you  have  an  Apple  II  with  Applesoft  BASIC 
and  at  least  one  disk  drive,  this  handy  utility  can 
save  time  and  prevent  confusion  by  generating 
menu  programs.  All  you  do  is  tell  the  program 
the  number  of  options  on  your  menu  and  their 
names.  From  that  information  a  BASIC  program 
is  generated  which  presents  a  nicely  formatted 
display  of  the  options,  allows  the  entry  of  a  selec- 
tion, and  checks  it  for  validity. 

The  figure  shows  a  sample  menu  created 
using  "Menu  Generator."  You  simply  add  the 
code  to  tell  the  program  where  to  go  after  the 
option  has  been  selected.  The  Menu  program  can 
be  used  on  its  own  to  call  other  programs,  or  it 
can  be  merged  into  your  own  programs  using  the 
renumber  and  merge  options  in  the  "Renumber" 
program  on  the  System  Master  diskette. 


<1>  INITIALIZE  DATA  DISKETTE 
:    <2>  SET  UP  NEW  FILE 

<3>  ADD  ENTRIES  TD  FILE 
<4>  CHANGE  ENTRIES  ON  FILE 
<5>  DELETE  ENTRIES  ON  FILE 
<6>    PRINT  MAILING  LIST 
<7>  PRINT  MAILING  LABELS 
<8>  EXIT  FROM  SYSTEM 

Menu  Generator  uses  an  Apple  DOS  feature 
to  create  a  program  as  a  text  file  and  then  EXEC 
it.  The  EXEC  command  treats  a  text  file  as  a  series 
of  commands  that  are  executed  just  as  though 
they  had  been  entered  from  the  keyboard.  Delayed 
execution  commands  (those  that  have  line  num- 

280    COMPUTE)     November  1983 


bers  in  front  of  them)  are  saved  in  memory  to 
await  a  RUN  command.  (For  more  information 
on  EXEC  files,  see  pages  75-79  of  the  DOS  Manual. ) 
The  EXEC  command  lets  you  write  a  BASIC 
program  that  will  produce  another  BASIC  pro- 
gram which  can  be  immediately  EXECed  into 
memory  and  RUN,  or  SAVEd  to  disk  as  a  program 
file.  Menu  Generator  is  an  example  of  how  this 
feature  can  be  used  for  almost  unlimited  program 
generation. 

Program  Breakdown 

In  the  Menu  Generator  program,  lines  10-50  in- 
itialize the  screen  and  variables.  Line  100  sends 
us  to  line  1000  to  begin  processing.  Lines  200  and 
250  are  subroutines  that  clear  either  a  part  of  the 
screen  (200)  or  a  given  line  V  (250).  These  are 
placed  close  to  the  beginning  of  the  program  to 
speed  execution. 

Lines  1000-1060  input  the  number  of  options 
desired  on  the  menu.  A  string  variable  is  used  to 
input  the  number,  and  lines  1030-1040  scan  the 
input  string  for  valid  numeric  characters  (ASCII 
48-57).  If  an  invalid  character  is  detected,  a  flag 
(E)  is  s^t.  The  flag  is  then  tested  in  line  1050,  and, 
if  true,  execution  is  returned  to  the  input  statement 
at  1020. 

This  may  seem  a  cumbersome  process,  since 
using  a  numeric  variable  would  obviate  the  need 
for  lines  1030-1050.  Ht:)wever,  in  applications 
where  an  attractive  screen  format  is  important, 
this  routine  avoids  the  ?REENTER  statement 
which  appears  if  you  try  to  enter  a  nonnumeric 
character  into  a  numeric  variable. 

The  options  to  appear  on  the  menu  are  en- 
tered in  lines  1070-1200.  The  array  OP$  holds  the 
option  names,  and  the  array  element  number  also 
functions  as  the  option  number.  For  example,  if 
option  number  1  on  the  menu  is  to  be  INITIALIZE 


DATA  DISKS,  then  that  will  he  the  contents  of 
OP$(l).  After  all  the  options  are  entered  and 
checked  for  length  of  less  than  30  characters, 
the  program  checks  to  see  if  changes  are  desired 
(1210-1420). 

Beginning  at  line  2000,  the  text  file  which 
huilds  the  program  is  created.  The  text  file  is 
opened  in  lines  2010-2040,  and  the  first  line  is 
printed  at  2045.  Since  the  EXEC  command  itself 
does  not  clear  the  program  currently  in  memory, 
the  first  line  of  the  exec  file  issues  an  FP  command, 
which  prevents  the  EXECed  program  from  over- 
laying the  calling  program.  The  POKE  34,24  in 
lines  2047  and  1420  prevents  the  screen  from 
scrolling  and  the  cursor  from  bouncing  around 
while  the  EXEC  file  is  being  processed. 


Menu  Generator  Variable  List 


^ 


the  last  two  lines  of  the  text  file.  Line  3010  causes 
the  program  which  has  been  LOADed  into  mem- 
ory from  the  text  file  to  be  SAVEd  to  disk  as  a 
program  file  called  MENU-Pr<OGRAM,  and  the 
next  line  causes  it  to  be  RUN. 

Printing  of  the  text  file  is  concluded  by  line 
3040,  which  CLOSEs  the  text  file.  The  last  line  of 
the  program  issues  the  DOS  EXEC  command, 
which  executes  the  text  file.  You  now  have  the 
menu  program  SAVEd  on  disk  and  displayed  on 
the  screen,  ready  to  make  any  modifications  you 
might  wish. 

Menu  Generator 


AS  -  yes  or  nv  answer  input 

CH$  -holds.i  single  character  forerror  checking 

DS  -return -I- contrul-D(CHRS(13)-HCHR$(4)) 

E  -error  flag 

H  -horizontal  print  location 

I  -  counter  for  FOR/NEXT  loops 

L  -length  of  longest  option 

LI-  -  tcmpornrily  holds  length  of  each  option 

N  -numberof  options  on  menu 

N$  -numberofoptions  (input  string) 

NN  -option  number  to  change 

NN$  -option  number  to  change  (input  string) 

Nl  -  option  nimibur  selected  on  menu 

OPS  -  arrnv  holding  ttption  names 

Q$  -quote  mark  (CHRS(34)) 

V  -vertical  print  location 


Creating  The  New  Program 

The  beginning  of  the  new  program  being  created 
(the  menu  program  itself)  is  at  line  2050.  Lines 
2050-2220  actually  write  the  menu  program,  be- 
ginning with  the  header  which  will  be  lines  10-30 
in  the  new  program  (lines  2050-2070  in  the  creating 
program).  The  variable  N  is  set  equal  to  the 
number  of  options,  and  the  array  OP$  is  DIMed 
to  N  in  line  40  (2080).  The  array  OP$  is  loaded 
with  the  option  names  in  line  50  (2090),  and  line 
21 10  of  the  creating  program  causes  the  OPS  array 
to  be  printed  as  the  DATA  statement  of  line  70  of 
the  new  program.  The  length  of  the  longest  option 
line  is  found  in  line  2120;  this  information  is  used 
to  calculate  the  horizontal  positioning  in  line  2140. 
The  same  line  also  calculates  the  vertical  posi- 
tioning using  the  number  of  options  (N). 

After  displaying  the  menu  options,  the  pro- 
gram asks  for  the  selection  to  be  input.  Input  and 
validation  procedures  (2180-2220)  are  the  same  as 
those  used  for  the  option  number  input  in  the 
creating  program.  Line  2220  is  the  end  of  the  de- 
layed execution  part  of  the  text  file,  and  it  remains 
in  memory  while  the  EXEC  function  continues  to 


1 

2 
& 
10 
20 

30 

40 


REM 

REM 

REM 
REM 
TEXT 


"»         MENU   GENERATOR         »" 


HOME    : 
GENERATOR" 

VTAB    2:    HTAB    1 
"-"j;     NEXT    I 

DIM  0P«(12) 


HTAB  13:  PRINT  "MENU 


FOR  I 


1  TO  40 J  PRINT 


50  D«  =   CHR*  (13)  +   CHR*  (4):Q»  =   CHR* 


100 
199 
200 


(34>:  REM  D»=CDNTROL-D ; Q«-QUDTE  MA 

RK 

BDTO  1000 

REM   COMMONLY  USED  SUBROUTINES 

CALL   -  956:  VTAB 


CALL   -  868:  VTAB 


VTAB  22:  HTAB  1 
22i  RETURN 

250  vtab  v:  htab  1: 
vj  return 

999  REM 

1000  REM   ENTER  NUMBER  OF  OPTIONS  DESl 
RED  ON  THE  MENU 

1001  REM 

1010   QOSUB  200:  HTAB  1:  PRINT  "YOU  MAY 

CHOOSE  UP  TD  12  MENU  OPTIONS  OF": 

PRINT  "UP  TO  30  CHARACTERS  EACH  I 

N  LENGTH" 

1020  V  -  5:  QDSUB  250:  INPUT  "ENTER  NUM 

BER  OF  MENU  OPTIONS  (1-12)  ";N* 
1030  E  =  0:  FOR  I  =  1  TO   LEN  (N«):CH«  = 
MID*  <N*,I,1):CH=   ASC  <CH*) :  IF 
CH  <  48  OR  CH  >  57  THEN  E  =  1 
NEXT  I 

ON  E  GOTO  1060, 1020 
REM 

REM   ENTER  THE  MENU  OPTIONS 
REM 

VAL  (N«):  IF  N  <  1  OR  N  >  12  THEN 
GOTO  1020 
1070  V  =  7:  SOSUB  250:  PRINT  "ENTER  OPT 
ION  NAME  NEXT  TO  THE  NUMBER" 

SOSUB  200:  PRINT  "NO  COMMAS,  COLO 
NS  OR  QUOTE  MARKS  IN  THE":  PRINT  " 
MENU  OPTIONS  PLEASE" 
FOR  I  =  1  TO  N 

V  »  7  +  I:  QOSUB  250:  PRINT  I;:  INPUT 
"  "!OP*(I) 

IF   LEN  (OP«(I))  >  30  THEN   BDTO 
1090 
NEXT  I 

V  =  20;  QOSUB  250:  PRINT   TAB<  10) 
"ANY  CHANGES  (Y/N)  "j:  GET  A»:  IF 
A»  =  "N"  THEN   GOTO  1400 

IF  A*  <   >  "Y"  THEN   SOTO  1210 
1230  V  =  20:  QOSUB  250:  PRINT   TAB(  5)" 
CHANGE  NO.  OF  OPTIONS  (Y/N)  "::  SET 


1040 
1050 
1054 
1055 
1056 
1060  N 


1075 


1080 
1090 

1100 

1200 
1210 


1220 


November  1983     COMPUTI!    281 


1240 
1250 
1300 


1310 


1320 
1330 
1340 

1350 

1360 

1370 
1400 

1410 
1420 
2000 
2010 
2020 
2030 
2040 
2045 
2047 
20S0 
2053 
2055 


ft»:  IF  A«  -  "N"  THEN  GOTO  1300 
IF  A«  <  >  "Y"  THEN  QOTQ  1230 
GOTO  1000 

V  =  20:  GOSUB  250:  HTftB  5:  INPUT  " 
ENTER  OPTION  NUMBER  TO  CHANGE  "jNN 
*i  IF   LEN  <NN«>  >  2  THEN   GOTO  13 
00 
E  =  0:  FOR  I  =  1  TO   LEN  (NN«):CH* 

=   MID*  (NN«,I,1):  IF   ASC  <CH«)  < 
48  OR   ASC  <CH«)  >  57  THEN  E  =  1 

NEXT  I 

ON  E  GOTO  1340,1300 
NN  "   VAL  <NN«):  IF  NN  <  1  OR  NN  > 
N  THEN   GOTO  1300 

V  =  7  +  NN:  GOSUB  250:  PRINT  NN} s 
UT"  ";DP«(NN> 

IF  LEN  <OP«(NN))  >  30  THEN  GOTO 
1350 

GOTO  1210 

FOR  I  =  1  TO  N: LI  -  LEN  (0P*(1)) 
:  IF  LI  >  L  THEN  L  =  LI 

NEXT  I 

POKE  34,24 

REM   BUILD  TEXT  FILE 

PRINT  D«; "OPEN  MENU-FILE" 

PRINT  D»; "DELETE  MENU-FILE" 

PRINT  D«f"OPEN  MENU-FILE" 

PRINT  D»j "WRITE  MENU-FILE" 

PRINT  "FP" 

PRINT  "POKE  34,24" 

PRINT  "10  REM  MENU  PROGRAM" 

PRINT  "12  TEXT; HOME" 

PRINT  "15  VTAB  1:F0R  1=1  TO  40;  PR 
INT  "Q*"-"Q$";:NEXT  I" 

PRINT  "20  VTAB  2: PRINT  TAB(18>  "Q 
»"MENU"Q» 

PRINT  "30  VTAB  3:FOR  1=1  TO  40:PR 


INT  "Q»"-"Q*"j:NEXT  I" 
2080   PRINT  "40  N-";N;":DIM  OP»(";N;">" 
2090   PRINT  "50  FOR  I-l  TO  N:READ  0P« ( I 

):NEXT  I" 
2100   PRINT  "60  GOTO  80" 
2110   PRINT  "70  DATA  ";:  FOR  1  =  1  TO  N 

-  1:  PRINT  OP»<I);","j:  NEXT  Ii  PRINT 

OP«(N) 
2120   PRINT  "80  FOR  1-1  TO  N:L1'"LEN<0P» 

(I)): IF  L1>L  THEN  L-Ll" 
2130   PRINT  "90  NEXT  I" 
2140   PRINT  "100  V-(INT(24-N)/2>-l«H-IN 

T( (40-<L+4) >/2)" 
2160   PRINT  "110  IF  N<-9  THEN  FOR  I-l  T 
INP        0  N:VTAB  V+I: PRINT  TAB(H)  "Q»"<"0* 

"I"Q»">  "Q«"|OP«<I)iNEXT:QDTO  120" 
2170   PRINT  "112  FOR  1=1  TO  9:VTAB  V+Ii 

PRINT  TABCH>  "Q«"< "Q»"I "Q«" >  "Q»"; 

OP$<I):NEXT  I" 
2175   PRINT  "114  FOR  1-10  TO  NiVTAB  V+I 

:PRINT  TAB(H-1>  "Q»"< "Q«"I "Q»" >  "Q 

«";OP«<I) :NEXT  I" 
2180   PRINT  "120  VTAB  23:HTAB  8:  INPUT 

"Q«" ENTER  SELECTION  :  "Q*";N*" 
2190   PRINT  "130  IF  LEN<N»>>2  OR  LEN(N« 

XI  THEN  GOTO  120" 
2200   PRINT  "140  E=0:FOR  I-l  TO  LEN<N*) 

;CH*-MlD«(N»,I,n:  IF  ASC<CH»><48  0 

R  ASC(CH»)>59  THEN  £=1" 
2210   PRINT  "150  NEXT  1:IF  E=l  THEN  GOT 

0  120" 
2220   PRINT  "160  Nl-VAL  (N$)  :  IF  NKl  OR 

N1>N  THEN  GOTO  120" 
3010   PRINT  "SAVE  MENU-PROGRAM" 
3030   PRINT  "RUN" 
3040   PRINT  D»; "CLOSE" 
3050   PRINT  D»i" EXEC  MENU-FILE"  © 


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Variable  Lister 


E,  A  Cottrell 


r/;is  utility  lists  all  your  program  variables  in  order, 
including  variable  type  (simple,  array).  It's  a  helpful 
tool,  especially  for  checking  long  programs  and  writing 
documentation.  For  the  VIC  and  64. 


There  are  two  types  of  variables,  simple  and  array, 
and  three  categories  in  each  type,  floating  point 
numeric,  integer  numeric,  and  string.  All  of  these 
variables  are  stored  in  the  VIC  and  64  immediately 
after  the  BASIC  program. 

The  simple  variables  are  stored  below  the 
arrays  starting  at  the  address  pointed  to  by  mem- 
ory locations  45  and  46  (see  box).  Each  of  these 
simple  variables  occupies  seven  bytes  of  memory. 
The  first  two  bytes  contain  the  first  two  characters 
(in  ASCI!)  of  the  name  of  the  variable,  with  coding 
to  indicate  which  type  of  variable  it  is.  This  coding 
is  accomplished  by  adding  128  to  both  characters 
if  it  is  an  integer  variable  and  by  adding  128  to  the 
second  character  if  it  is  a  string  variable.  No  coding 
indicates  a  floating  point  variable.  The  remaining 
bytes  in  numeric  variables  contain  the  value  of 
the  variable.  In  the  case  of  string  variables,  the 
remaining  bytes  contain  the  length  of  the  string 
and  the  location  at  the  top  of  memory  which  con- 
tains the  first  character  of  the  string. 

Arrays  are  quite  different  in  that  the  length 
of  the  variable  is  determined  by  the  number  of 
elements  in  the  array.  The  information  which 
must  be  stored  for  an  array  variable  includes  the 
name  of  the  variable,  which  is  coded  the  same  as 
for  a  simple  variable,  a  pointer  to  the  location  of 
the  next  variable,  the  number  of  dimensions  in 
the  array,  and  the  number  of  elements  in  the 
array. 

In  addition,  the  value  of  each  element  in  the 
case  of  numeric  arrays,  or  the  pointer  to  the  string 
and  its  length  for  string  arrays,  must  be  stored. 
As  you  can  see,  array  variables  can  eat  up  a  lot  of 


memory  in  a  hurry.  It  is  best  to  use  the  lowest 
possible  number  of  elements  in  your  arrays.  If 
you  do  not  specify  the  size  of  an  array,  the  com- 
puter will  set  it  at  ten  elements.  If  you  need  less 
than  ten,  you  will  save  a  minimum  of  five  bytes 
per  element  if  you  establish  the  size  of  the  array 
with  a  DIMension  statement.  Although  a  simple 
integer  variable  takes  up  the  same  amount  of  mem- 
ory as  a  simple  floating  point  variable,  three  bytes 
per  element  can  be  saved  if  you  use  integer  instead 
of  floating  point  variables  in  arrays. 

LOADing  The  Lister 

"Variable  Lister"  is  a  machine  language  (ML) 
program  which  is  loaded  by  POKEs  using  a  BASIC 
program,  thus  eliminating  the  need  for  an  as- 
sembler. The  ML  is  automatically  loaded  into  the 
top  of  memory  and  protected  from  your  BASIC 
program.  Before  you  RUN  the  program,  be  sure 
to  SAVE  a  copy  since  it  self-destructs  after  it  is 
run.  When  the  machine  language  is  loaded,  the 
loader  program  will  give  you  the  location  to  SYS 
to  when  you  want  to  list  your  variables.  For  ex- 
ample, with  16K  of  expansion  memory  plugged 
into  your  VIC,  you  would  type  SYS  24320  in  order 
to  list  your  variables.  The  program  will  then  list 
the  simple  variables  in  the  order  of  appearance  in 
the  program,  with  indicators  of  their  type.  Next 
the  array  variables  will  be  listed  with  proper 
indicators. 

Variable  Lister  is  especially  useful  when  you 
write  programs  with  many  variables  and  have  to 
find  new  names.  It  is  also  valuable  for  docu- 
menting programs  when  they  are  completed. 

The  variables  are  listed  across  the  screen  to 
prevent  them  from  scrolling  out  of  view.  If  you 
have  a  printer,  the  following  changes  may  be  made 
to  give  you  a  listing  which  may  be  easier  to  read. 

160  IF  PA  <>  33632  THEN  PRINT  "DATA  ERROR 
"  :  END 

November  1983    COMPUTEI    283 


Address  Pointers 

Now  and  then  you'll  see  a  reference  to 
"pointers"  within  the  computer's  memory. 
These  are  two-byte  long  numbers,  usually 
located  in  the  first  256  memory  cells  of  the 
computer,  which  hold  an  important  address. 

Things  change  while  a  program  is  run- 
ning or  being  written.  For  example,  if  you 
add  a  line  to  a  BASIC  program,  you've  ex- 
panded the  amount  of  space  that  the  program 
is  taking  up  in  RAM  memory.  Obviously, 
when  you  go  to  SAVE  the  program,  the  com- 
puter has  to  know  where  the  BASIC  program 
ends.  So,  it  keeps  track  of  the  "current  top  of 
BASIC  program"  in  a  pointer.  This  pointer  is 
located  (in  the  VIC  and  64)  in  addresses  45 
and  46.  The  number  held  in  cell  46  is  multi- 
plied by  256  and  then  added  to  the  number 
in  cell  45.  To  see  at  which  address  in  RAM 
memory  your  current  BASIC  program  ends, 
you  can  type:  ?  PEEK  (45)  +  PEEK  (46)  *  256. 

There  are  a  number  of  other  pointers  as 
well,  including  "limit  of  memory,"  "start  of 
arrays,"  "string  storage,"  and  "start  of 
BASIC."  The  locations  of  these  pointers  are 
listed  in  iiieinojy  Jiiaps  for  each  computer 
which  have  been  published  in  COMPUTE!  and 
in  various  COMPUTE!  Books.  They  are  also 
frequently  available  from  user  groups.  There 
are  some  interesting  things  you  can  do  by 
manipulating  these  pointers  with  POKEs. 
For  one  thing,  you  could  fool  the  computer 
into  reserving  space  for  programs  in  odd 
places,  or  even  partitioning  memory  so  that 
two  independent  BASIC  programs  could  run 
simultaneously.  In  any  event,  pointers  hold 
information  essential  to  the  computer,  and 
their  values  can  be  accessed  using  the  formula 
above. 


260  DATA  32,210,255,169,13,32,210 
420  DATA  41,32,210,255,169,13,32 

To  send  the  list  to  your  printer,  simply  OPEN  a 
file  to  your  printer: 

OPENl,4    :CMDltSYSXXXXX 

The  BASIC  program  for  which  you  wish  to 
list  variables  must  be  RUN  before  you  give  the 
SYS  to  start  the  Lister.  This  is  because  the  variables 
are  not  set  up  in  memory  until  a  program  is  RUN. 
If  you're  a  VIC  owner,  this  program  works  well  in 
conjunction  with  "VIC  Searcher"  (COMPUTE!,  Feb- 
ruary 1983),  First,  list  the  variables  with  Variable 

284     COMPUTC!     November  1983 


Lister,  then  find  the  lines  on  which  they  appear 
with  the  Searcher.  Both  of  these  programs  may  be 
loaded  together.  Remember  that  if  you  use  the 
Searcher  program,  remove  line  0  and  RUN  the 
program  before  using  the  Lister. 

Variable  Lister 

120  ME=  PEEK(55)  +  256  *  PEEK(56) 

130  VS=  ME  -  256:  PA=  0 

140  POKE  56,  PEEK{56)  -1 

150  FORI=  VS  TO  VS  +  240:  READ  A:  POKE  I, 

A:  PA=  PA  +  A:  NEXT 
160  IF  PA  <>  33670  THEN  PRINT  "DATA  ERROR 

"  :  END 
170  PRINT  "SYS"  VS  "TO  START":  NEW 
180  DATA  165,45,197,47,240,93,133 
190  DATA  253,165,46,133,254,160,0 
200  DATA  169,0,141,61,3,177,253 
210  DATA  41,128,208,60,177,253,41 
220  DATA  127,32,210,255,200,173,61 
230  DATA  3,201,0,208,6,177,253 
240  DATA  41,128,208,46,177,253,41 
250  DATA  127,32,210,255,173,61,3 
260  DATA  32,210,255,169,32,32,210 
270  DATA  255,152,24,105,6,144,5 
280  DATA  164,254,200,132,254,168,101 
290  DATA  253,197,47,240,17,208,186 
300  DATA  96,169,37,141,61,3,208 
310  DATA  189,169,36,141,61,3,208 
320  DATA  203,165,49,197,47,240,114 
330  DATA  165,47,133,253,165,48,133 
340  DATA  254,160,0,169,0,141,61 
350  DATA  3,177,253,240,216,41,128 
360  DATA  208,77,177,253,41,127,32 
370  DATA  210,255,200,173,61,3,201 
380  DATA  0,208,6,177,253,41,128 
390  DATA  208,63,177,253,41,127,32 
400  DATA  210,255,173,61,3,32,210 
410  DATA  255,169,40,32,210,255,169 
420  DATA  41,32,210,255,169,32,32 
430  DATA  210,255,200,177,253,24,101 
440  DATA  253,197,49,240,39,177,253 
450  DATA  24,101,253,170,200,177,253 
460  DATA  101,254,133,254,134,253,208 
470  DATA  165,96,169,37,141,61,3 
480  DATA  208,172,169,36,141,61,3 
490  DATA  208,186,165,48,197,50,208 
500  DATA  136,96,200,234,177,253,101 
510  DATA  254,197,50,240,224,16,222 
520  DATA  136,208,202  0 


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Edward  Boyer 


This  convenient  utility  program  lets  you  copy  at  least 
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plete. It  will  become  a  valuable  part  of  your  disk 
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Program  Operation 

After  initialization,  you  will  be  asked  to  insert  a 
FROM  disk;  insert  the  disk  and  press  any  key. 
Each  filename  on  the  disk  will  be  displayed.  Type 
a  C  if  you  want  the  file  copied,  a  Q  if  you're 
finished  with  this  disk,  or  any  other  key  to  bypass 
this  file.  The  files  will  continue  until  all  have  been 
displayed  or  the  maximum  of  16  files  has  been 
selected.  You  can  increase  or  decrease  the  limit  of 
16  by  changing  the  value  of  DSN  in  line  395. 

You  will  then  be  asked  for  another  FROM 
disk  if  fewer  than  16  files  have  been  requested.  If 
you  respond  with  a  Y,  the  process  will  continue, 

286    COMPUTEI    November  1983 


allowing  you  to  select  more  files  from  a  different 
disk. 

If  you  respond  N  for  additional  disks,  you 
will  be  asked  to  review  the  filenames  selected  (all 
will  still  be  on  the  screen).  If  you're  in  agreement, 
press  Y  and  the  copying  will  proceed.  If  you  press 
any  other  key,  the  copy  is  aborted. 

As  the  program  runs,  you  will  be  prompted 
to  insert  FROM  and  TO  disks  at  the  appropriate 
times.  Also,  progress  reports  will  be  given  to  in- 
form you  that  all  is  proceeding  well. 

Error  Handling 

During  the  loading  pass,  if  Polycopy  can't  find  a 
file  on  the  disk  in  use,  it  will  ask  you  if  you  want 
to  try  another  disk.  If  you  respond  Y,  it  will  prompt 
you  to  insert  a  new  FROM  disk.  If  you  respond 
N,  it  will  skip  to  the  next  requested  file,  thus 
ignoring  the  file  it  couldn't  find. 

If  a  full  disk  condition  occurs  while  writing 
on  the  TO  disk,  you  will  be  told  of  the  condition 
and  asked  if  you  want  to  try  another  disk.  If  you 
answer  Y,  the  partial  file  will  be  erased  from  the 
current  disk,  and  you  will  be  requested  to  insert  a 
new  TO  disk.  It  is  extremely  important  that  you 
not  remove  the  current  disk  or  insert  a  new  one 
until  requested,  because  Polycopy  erases  the  par- 
tial file  from  the  current  disk  before  requesting  you 
to  change  it. 

If  the  program  uses  all  the  available  RAM 
before  it  finishes  reading  a  file,  it  will  write  out 
the  current  portion  to  the  new  disk  then  retrieve 
the  remainder  on  the  next  pass.  This  will  be  noted 
by  the  presence  of  a  slash  (/)  after  the  size.  If  a  full 
disk  condition  occurs  during  the  writing  of  a  split 
file,  you  will  be  asked  to  insert  the  FROM  disk 
(the  one  with  the  file  that  was  originally  split).  It 
will  then  recopy  the  file  in  its  entirety,  before  re- 
questing a  new  TO  disk. 

It  is  important  that  you  respond  to  the  ques- 


tions  and  prompts  only  when  requested;  don't  65   Y=iP:BasuB   230:  trap   80:aPEN   #ki,k 

change  disks  until  you  are  asked  to.  Impatience  4,  k0,  dsn*|^trap   ^'^'^p             , 

here  can  lead  to  irrecoverable  files.  ''^    "%sn«|Ieotd    100 

Any  other  I/O  errors  encountered  will  result  in  -j^   trap   b0:POINt    wki  ,  sec,  byte:  trap   t 

the  skipping  of  the  file  currently  being  processed.  ofF:  apnd=ip:  print    "Contin'g    ";DSN 

You  may  abort  Polycopy  anytime  by  pressing  * ;  :  bdto    1 00 

the  ESCAPE  key.  It's  important  to  use  this  rather  80    trap   toff :  z  =  peek  c  195)  :  close    »ki:I 

than  BREAK  or  SYSTEM  RESET  since  it  provides  ^^    pr?nt 'IpRlNrDsJ.*,  "    not    found.  "  =  P 

an  orderly  (although  not  always  immediate)  ter-  rint    "..do    you    want    to    try    anothe 

mination,  thus  insuring  the  integrity  of  your  files  r    disk?"; 

and  no  misallocated  sectors  on  the  disk.  ^0    gosub    350:  print    :  if    z=yes    then    pr 

INT  "Insert  new  disk";:GOSUB  ^30: 

Program  Explanation  goto  65 

T-           Ttr^n       X.          L\-     i-ui        t  f\        i.     u                  A  95     X(IP,K0)=K0:IP=IP  +  K1:GOTO     60 

Lines  15-40  set  up  the  table  of  files  to  be  copied.  100    x(iP   k0)=addr 

Lines  45-125  load  files  into  buffer,  check  for  ^05   size^usr  (ciq,ki,  7,  addr,  room)  :  z  =  p 

errors  and  full  buffer,  eek(85U:IF    z<128   dr    z  =  i36   then 

Lines  130-225  write  files  on  new  disk  from  1 1  ^ 


buffer,  check  for  errors  and  full  disk. 


110  CLOSE  ttKl:PRlNT  : 60SUB  370:GOTO 


Line  230  places  the  next  filename  to  be  read  ^^^   print    "    si  ze=" ;  si  ze;  :  x  (  ip,  ki  )  =si 

or  written  in  DSN$.  ze:IF    z  =  136   then    125 

Lines  250-320  build  table  of  filenames  to  be  120   print    "/■■;:  note    #ki  ,  sec,  byte  :  spl 

copied  by  displavine  filenames  found  in  disk  i  T  =  i  P 

,.^             ^          f     J      t.  j^25     print     :CLDSE     »K1 

directory.  ^3^   addr  =  addr  +  size:  room=rddm-si  ZE:  if 

Lines  325-370  -  miscellaneous  prompts  and  RaDM>K0   then    ip=ip+ki  :  goto   60 

input  routines.  135   gosub    i45:  if   split<>ip   then    ip=i 

Lines  375-455  define  variables,  open  the  p+k  1 :  i  f    i  p  >max    then   60 

keyboard,  and  POKE  the  machine  language  ;j^    ?rROoS=BUFF    then   return 

routine  into  the  prmter  buffer.  150    print    :PRINT    "insert    'to'    disk"; 

Lines  450-455  delete  lines  375-450  to  make  :eosuB   330 

additional  room.  155   addr  =  x  (op,  K0)  =  size  =  x  (OP,  ki  ) :  if   a 

Line  460  allocates  most  of  available  RAM  as  ddr=K0   then   220 

the  copy  buffer.  ^^«   EN°z-z°Kr   ^^^'"^^''"^   apnd=op   th 

Note:  Line  445  bypasses  the  routine  to  delete  ^^^   ^^^^    iBSiOPEN   «k2,  z  ,  K0,  DSNt:  trap 

lines  375  through  450  to  allow  you  to  test  Polycopy  jpFp.  ip   apnd=op   then   print    "App 

conveniently.  This  line  should  be  removed  from  end'g    ";:60to    175 

your  operational  version  to  allow  the  largest  pos-  170   print    "Writing 


175  print  DSN*;"  5ize=";SIZE 
180  Z=USR (CIO, K2, 1 1 , ADDR, SI ZE) 
185  Z=PEEKCa67) 


sible  buffer. 

If  you  don't  want  to  type  in  Polycopy,  1  will 

make  a  copy  for  you.  Send  a  blank  formatted  disk,  190   trap    i90:CLOSE   «k2:TRAP   toff:IF 
a  postage-paid  return  mailer,  and  $3  to:  Z<128    then   220 

_,    ,„  195  IF  Z0162  then  GOSUB  370:GOTO  22 
Edward  Boyer  ^ 

81  Sequoia  Drive  200  print  "Disk  -full,  try  another?  Q 
Coram,  NY  11727  MiT-Tl^fliJ-h'fT' i  •'^"'=■1°  335;  IF  Z<> 

YES  THEN  235 

Polycopy  205  TRAP  210:  XID  33  ,  #K2  ,  K0  ,  K0  ,  DSN* 

10  GOTO  375  210  TRAP  TOFF:  IF  APNDOOP  THEN  PRINT 
15  GRAPHICS  K0!PRINT  "POLYCOPY  ~  ATA        "Insert  new  disk";:GOSUB  330:GO 

RI  version  2.0"  TO  155 

20  PRINT  "(Space  for     " ;  INT < BUFF / 1 25)  215  I  p  =  OP : SPL I T  =  H I : APND  =  H 1 : POP  : GDTD 

;"  sectors) ": PRINT  :IP=-K1  50 

25  GOSUB  250:IF  IP=DSN  THEN  40  220  IF  OP<IP  THEN  OP=OP-K 1 : GOTO  155 

30  IF  IP<DSN  THEN  GOSUB  355: IF  Z=YES  225  RETURN 

THEN  25  230  DSN*= " D :  " :  DSN* ( K3) = X  *  ( Y *K 1 2  +  K 1  ,  Y 

35     IF     IP<K1     THEN     235  * K 1 2+K 1 2 ) : GOTO     360 

40     MAX=IP-K1  :  PRINT     "Type     '  Y '      i -f     o.k.  235     PRINT     :PRINT     "■■!  I  liW  TT-lih^  Tjaal" 

■■;:GDSUB    335:PRINT     :IF     ZOYES     TH  240     GOSUB     355:  IF     Z  =  YES     THEN     15 

EN    235  245     CLR     :  END 

45     IP  =  K0:OP  =  K0:SPLIT  =  HI:  APND  =  HI  :GOTO  250     GOSUB     325:CLOSE     «p;3:QPEN     «K3,6,K 
55  0,  "D:  «  ,  «"  :  IF     IP<;K0     THEN     IP-K0:X» 

55     ADDR  =  ADR  {  Y*)  :  ROOM=BUFF  UX3-'>UfMdJaj  zM " 

60     IF     IP>MAX     THEN     I P=I P-K 1 : GOSUB     145  255     INPUT     #K3,Y*:IF     LENCY*)<17     THEN 
:6DT0     240  320 

November  1983    COMPUTE!    287 


Switchable  gateplate'" 
locks  out  the  diagonals 
(GREAT  FOR  MAZE  GAMES!] 


PRECISELY. 
THE  REASON 
WHY  YOUR 
NEXT  'STICK' 
SHOULD  BE 


ARCADE-STYLE  JOYSTICK 


The  Prostick"  features  left/right  hand  fire  buttans 

Full  five  year  llmitad  vwarranty 

Now  available! — Prostick  HE  for  Colecovislon'" 


Mpoe 


DIVISION  OF  CALTRON 


BISHOP,  CA  93514  [408]  358-3430 

DEALER  INQUIRIES  INVITED 

Atari,  Comrnodors,  Toxbs  Instrumenta  and  CoHflcovJBJon  are  tradBmarka 
reepectjvalit  of  Warnar  Comfnunicationa,  Inc.,  CDmmodore,  Inc,  Taxes 
InatruiTiantti  end  Colaco 


260 

2i5 
270 

275 

280 

285 

270 

295 
300 

305 

310 

315 
320 
325 
330 
335 

340 

345 

350 
355 

360 

365 
370 

375 
380 
3B5 
390 
395 
400 


405 
410 
415 
420 
425 
430 
435 
440 


DSN*=" " : FOR  Z=K3  TO  13: IF  Z=ll  T 

HEN  DSN4  (LEN  (DSN4)  +K1  )  ="  .  '■ 
<3  SPACES>IF  Y*(Z,Z>="   "  THEN  275 
■C3  SPACES]DSN*(LEN(DSN*)+K1)=Y$<Z 

,  Z) 
C3  SPACES>NEXT  Z:IF  DSN*= " DOS . S YS 

'■  THEN  255 

IF  LENCDSN*)<K12  THEN  DSN*(LEN<D 

SN*) +K1 , K12) =" fl 1  SPACESJ" 

SEC=K0: TRAP  290;SEC=VAL(Y*(15,17 

)  > 

TRAP  TOFF:PRINT  IP+K1;:PDKE  COL, 

5:PRINT  DSN*;:POKE  CQL,22:PRINT 

SEC;:POKE  CDL,28:PRINT  "?";:GOSU 

B  340 

IF  Z=67  THEN  PRINT  CHR« ( 30 ) ; " C " : 

6DTQ  310 

PRINT  CHR*(ERASE) ; i IF  2=81  THEN 

320 

GOTO  255 

X*(LEN(X*)+K1>=DSN*: iP=IP+Kl : IF 

IP=DSN  THEN  320 

BOTO  255 

CLOSE  #K3;RETURN 

"Insert  'from'  disk"; 
",  press  any  key!"; 
340:PRINT  CHR* < ERASE );: RET 


Z=27  THEN  POP  : GOTO 


PRINT 

PRINT 

GQSUB 

URN 

GET  ttK4,  Z:  IF 

235 
RETURN 

GDSUB  340:PRINT  iRETURN 
PRINT  :PR1NT  "Any  more  -files?";: 
BOTQ  335 

Z=PEEK <764) : POKE  764,HI-K1:IF  Z= 
28  THEN  235 
RETURN 

PRINT  "C";Z',"1  I/O  error  on  "  ;  DS 
N*sPRINT  "...skipping  to  next  fi 
le  !  "  ; PRINT  :  RETURN 

REM  ■i3=n=h^^»inii-naiTj^ttiiiiiifciBaga5 

B 

GRAPHICSK0: POSITION  13.12:PRINT 

K0=0: Kl=: : K2=K1+K1 : K3=K2+K1 : K4=K 

3  +  Kl:K12  =  K4*K3:HI=256:TQFF  =  400i30 

yES=89:LET  ER ASE= 1 56 : C0L=YES-K4 : 

OPEN  #K4, K4, K0, "Ks " 

DSN=16:DIM  DSNt ( 1 6 >  ,  X*  (  DSN«K 1 2 )  , 

X  (DSN-Kl  ,  Kl  ) 

Cia  =  960:FCR  Y  =  K0  TO  42:READ  2 :  PQ 

KE  CIO+Y,Z:NEXT  y:POKE  709, PEEK ( 

710) 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 


104, 104, 104, 10, 10,10,10, 170 
104, 104, 157,6  6,3, 104, 157,69 
3, 104, 157, 68, 3, 104, 157, 73 
3, 104, 157,72, 3,32, 8  6, 228 
189,72,3, 133,212, 189,73,3 
133, 213, 96 

MAX=842: APND=35 

IP=375: OP=450: REM 


tro*ti'     ana  ■to'  delete  line 


l:Ji..!.MiJJ 


445  GOTO  460: REM 


450 


455 
460 


PRINT  CHR* (125) :PRINT  : FOR  Z=IP 
TO  OP  STEP  5:PRINT  Z:NEXT  Z:PRIN 
T  "C0NT":P0SITION  K0,K0:PDKE  MAX 
,  13 
STOP 

POKE  MAX , K12: BUFF=FRE (K0) -APND: D 
IM  Y* (BUFF) : BUFF=BUFF-K3:GOTD  15fi 


PEEK  And  PRINT 

For  The  VIC-20 


Carolyn  D.  Bellah 


These  two  programs  let  you  design  and  display  charac- 
ters four  times  normal  size.  You  can  store  up  to  seven 
of  these  larger  characters  and  recall  them  later  for  scree 
displays  or  a  printout. 


The  two  programs  here  allow  you  to  design  large 
custom  characters,  twice  as  high  and  twice  as 
wide  as  regular  characters,  save  them,  and  print 
them. 

Program  1  sets  up  a  programmable  character 
grid  in  which  you  move  your  cursor  to  a  desired 
location  on  the  grid  and  hit  any  letter  key  to  print 
at  that  location. 

Several  options  are  available  in  Program  1, 
There  is  a  color  (1  to  8)  choice,  an  option  to  save 
or  erase  your  created  character,  and  an  option  to 
draw  another.  Seven  characters  can  be  stored  in  a 
protected  area  of  RAM  and  can  be  recalled,  printed, 
and  listed  in  sequence  by  using  Program  2. 

Another  useful  feature  is  that  the  program 
will  display  the  decimal  PEEK  values  (the  numeric 
values  that  are  used  for  DATA  statements)  that 
represent  your  finished  character.  You  can  use 
Program  1  without  Program  2.  Program  1  isn't  a 
long  program,  but  it  does  use  most  of  the  available 
memory  in  the  unexpanded  VIC.  For  this  reason, 
REM  statements  are  not  included.  When  typing 
in  this  program,  do  not  use  unnecessary  spaces. 

When  you  finish  designing  with  Program  1, 
type  NEW  (be  sure  to  save  a  copy  first),  and  enter 
Program  2.  This  second  program  allows  you  to 
examine  memory  to  see  the  decimal  values  for  the 
data  created  by  Program  1,  and  to  print  the  values 
(to  screen  and  graphics  printer)  along  with  your 
created  character. 

Program  2  also  allows  you  to  print  a  reversed 
image  of  your  created  character  and  the  corre- 
sponding decimal  PEEK  values. 

Here's  an  explanation  of  the  programs. 

Program  1 

Lines 

8-9  Reset  top  of  memory  pointers;  copy  32  char- 

acters into  protected  RAM;  DIMension  array  to 

November  1983    COMPUTt!    289 


10 


11 
14-16 

17-30 
31-33 
34-36 

48-49 


49-54 
64-70 


recall  marked  grid  for  revision;  set  variables  for 

characters  and  display;  leave  a  clean  slate  to 

draw  on. 

Create  string  to  draw  grid  (shifted  @  key)  and 

strings  for  positioning  characters,  inputs,  etc., 

throughout  program. 

Array  from  which  bit  values  are  read. 

Draw  grid  and  set  up  display. 

Keyboard  controls. 

Read  grid,  store  values,  display  design. 

Offer  options  and,  with  59-63,  show  figure  in 

chosen  color  moving  around  screen. 

Print  figure  and  values.  The  last  number 

printed  is  the  next  address  to  be  POKEd,  If 

this  is  7672,  all  available  characters  have  been 

programmed. 

Offer  options. 

Redraw  marked  grid  for  revision  after  display 

in  color  and  motion. 


Program  2 

Lines 

10-50  Set  up  display  of  design;  print  DATA  values; 

show  first  and  last  address  PEEKed. 
55  Get  a  name  for  the  design  being  displayed. 

60-140  Set  up  display  of  character  reversed  horizontally. 

170  Increment  CHRS  for  next  design. 

200-250  PEEK  registers;  reverse  values;  list  them  in 

properordcr  for  program  use. 
600-620  Restructure  the  data  for  use  by  the  screen 

dump  routine. 
60000-60070     Print  a  copy  of  the  character  design  on  a  VIC 

1515  or  1525  graphics  printer. 

(Program  2  is  also  handy  for  checking  out  the 
contents  of  other  locations.  |ust  change  the  value 
of  PC  in  line  10  from  7448  to  whatever  address 
interests  you.) 

Program  1:  character  Creator 

2  PRINT"CCLRl"SPC(5) " {DOWN] { RED) PROGRAMMA 
BLE" :PRINTSPC(4) "CHARACTER  GRID" 

3  PRINT" [2  DOWN} {BLK} BEGIN  AT  TOP  LEFT.  " 

4  PRINT"THECURS0R{2  SPACES  1  CONTROLS 

[2  SPACES  3  AND  SPACE  BAR  WILL  BEHAVE  NOR 
MALLY.  ALPHANUMERICKEYS  "r 

5  PRINT"MARK  THE  GRID. ": PRINT" { 2  DOWN] HIT 

Fl  TO  SEE  DESIGNEDCHARACTER. 

6  PRINT"tGRN] {2  DOWN} (RIGHT) HIT  RETURN  TO 

BEGIN 

7  GETM$:IFM$<>CHR$(13)THBN7 


ATARI 

I  Computers  for  (>copk. 
O 


CORDLESS  TELEPHONES 

up  to  700  ft.  range 

from $69.75 


Educator 

Programmer., 


.$109.75 
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Entertainer $  83.75 

Bookeeper $164. 75 


600XL  $$$$$149.00 

1 800  XL. . .  $CALL$ 
1200  XL.  $499.00 
1 400  XL  .  $CALL$ 
1 450  XL  .  $CALL$ 

1 025  Pri  nier S399.0O 

1 020  Color  Printer  .  S24S.0O 

1  027  Printer S299.0O 

1010  Recorder $75.00 

410  Recorder S75.0O 

81  0  Disk  Drive $399.00 

1050  Disk  Drive $335.00 

850  Interface $CALLS 


PARKER  BROTHERS 

Tutankham  R $33.75 

Super  Cobra  R $33.75 

Aatro  Chase  R $33,75 

Frogger  R $33.75 

QBertR  $33.75 

Popeye  R $33.75 

Rl«k  R $42.75 

Chess  R $42.75 

SPINNAKER 

Story  Machine  R $26.75 

Face  Maker  R $24.75 

KInderomp  R $20.75 

Fraction  Fever  R $24.75 

Delta  Drawing  R $26.75 


SSI 

Battle  of  Shilo  C/D $28.75 

Tigers  in  the  Snow  C/D $26.75 

Battle  for  Normandy  C/D  . .  $26.75 
Knights  of  the  Desert  C/D  .  $26.75 
Cosmic  Balance  C/D  $26.75 

ON-LINE 

Frogger $24.95 

Wliard  &  Prin  $26.95 

ROKLAN 

Wliard  of  War $29.75 

Gort $29.75 

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BIGS 
Miner  2Q49 $32.75 


BUSINESS 

[VIslcalc $159.75 

Letter  Perfect $89.75 

Letter  Perfect $89.75 

I  Data  Perfect $89.75 

Text  WIzzanI $49.75 

Spell  Wizzard $64.75 

File  Manager $69.75 

Home  File  Mgr $69.75 

Bookeeper $119.75 

'^■"-'■S $199.75 

Atari  Word  Pro $109  75 

Tax  Advantage ^35  ^5 

Home  Accountant  .....  ,559  75 

Bank  Street  W $49.75 

ATARI  WRITER $74.75 

ADVENTURE 

Preppie $19.95 

Preppie  2 $19.95 

DlBkey $39.95 

Sea  Dragon $25.50 

Stralos $25.00 

Treasure  Quest $13.50 

Series  1-12 $15,95 

Saga  Series  1-6 $24,95 

Stone  of  Sisyphus $29.95 

Eliminator $18,95 


[apple 


SSI 

Battle  of  Shiio  $26.75 

Tigers  in  the  Snow —  $26.75 

Cosmic  Balance $26.75 

Knights  of  the  Desert.  $26.75 
Battle  for  Normandy..  $26.75 
Germany  1985 $36.75 


RANA 
®  DISK  DRIVES 

Elite  1 $295.00 

Elite  2 $449.00 

Elite  3 $559.00 


MICRO-SCI 


A2.. 
A40. 
A70. 


call 
call 

.call 


MUSE 

Castle  Wolfentlein $20.75 

Caverns  of  Frietag $20.75 

Robot  War S26.75 


CONTINENTAL 

Home  Accountant $51 .75 

Book  of  Apple  Software  .  $16.75 
BRODERBUND 

Bank  Street  Writer $44.75 

AE $24.75 

Apple  Panic .,$21  .75 

Choplitter $24,75 

David's  Midnight $24.75 

SPINNAKER 

Kindercomp $21.75 

Story  Machine $23.75 

FaeeMaker $23.75 

Snooper  Trooper $29.75 

Delta  Drawing $34.75 


EPYX 

Temple  of  Apshai $26.95 

Star  Warrior S26.95 

Crush,  Crumble  &  Chomp  .  $22.75 

ADVENTURE 

Sagstti  Adventureiand...$29.95 
Saga#2  Pirate  Adventure. $29. 95 
S8ga#3  Secret  Mission. .  .$29.95 
Stone  of  Sisyphus  .... $24.95 

ALIEN  GROUP 

Atari  Voice  Box $99.00 

Apple  Voice  Box $129.00 


C  commodore 

VIC  64 $AVE 

■  1541  Disk  Drive Call 

]  1 525  Printer Call 

I1530  Datasette $64.00 

111  108k  Ram $53.75 

I121I  Super  Expander   $53.75 
Il21£  Programmers  Ad. $44. 75 

I1213  Vicmon $44.75 

Ivic  20  dust  cover $6,99 

I  Vic  64  dust  cover $6.99 

MICR0SPEC64 

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;heckbool^a^^^^^64^5 


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EPYX        64 

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Jumpman  . . . ., ., S2B.0O 


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5  Slot  Expansion  64 $54.00 

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64  Keypad  $29.00 

Universal  Cass.  Int $29.75 

Printer  Utility $19.75 

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UK 

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■Add  S:IO  00  lor  TRS  BO  D..v,..s 


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8  POKE52,29:POKE56,29:CLR:FORI=7424T07679 
:POKEI, PEEK (1+25600) : NEXT : DIMCT% (255 ) :J 
=35 

9  PC=7448 : FORI=7448T07679 : POKEI , 0 : NEXT 

10  G$="{RVS}@@@g@@@@@@@(3@@@(3":P$  =  "{HOHE} 
{19  DOWN] ":P1$=" 122  RIGHT}" 
A$(0)="128":A$(1)="64":A$(2)="32":A$(3 
)="16":A$(4)="8":A$(5)="4":A$(6)="2":A 
$(7)=-l" 

PRINT" {CLR} " :POKE36869 , 255 :F0RG=1T016 : 
PRINT " { BLK] "G$ : NEXT 

PRINT"[H0ME)  {up}  {RVSHBLK}a76543218765 
4321" :F0RX=1T08: PRINT" {RVS] "LEFT?(P$,1 
+X ) LEFT? ( Pl$ , 16 ) X : NEXT 

F0RX=1T08: PRINT "{RVS} "LEFT$ ( P$ , 9+X J LEF 
T$(P1$,16)X;NEXT 

CR$="{2  SPACES} {DOWN} {2  LEFT } "+CHR$ ( J) 
+CHR?(J+1)+"{D0WN} {2    LEFT} "+CHR$(J+2)+ 
CHR$(J+3)+"{D0WN}{2  left} {2  SPACES}" 
PRINT" {off] {HOME} {2  DOWN} "LEFT$ ( PI? , 18 

)cr$left$(p$,20)"{rvs}{grn}hit  fi  to  s 

EE  DESIGN. {home}" 

GETM  $ : I FM$  = " " THEN 1 7 

IFPEEK ( 211 ) =1 6ANDPEEK ( 2 10 ) =3 1 ANDPEEK ( 2 

09 ) >  90THENPRINT " { HOME ] { DOWN ] " ; 

IFPEEK( 210 ) =31ANDPEEK ( 209 ) > 100THENPRIN 

T"{H0ME} {down}"; 

IFPEEK( 21 1 ) =1 6THENPRINT : GOTO! 7 

IFM?  <  >  CHR5 ( 20 ) ANDM$  <>CHR$ ( 148 ) THEN22 


11 


12 


13 


14 


15 


16 


17 
18 

19 


20 
21 
22 
23 
24 
25 

26 

27 
28 

29 

30 
31 


32 

33 
34 

35 
36 


37 

38 
39 

40 

41 
42 
43 
44 
45 
46 
47 

48 


49 


IFM?=GHRS(13)THENPRINTCHR$(13) ; :G0T017 

IFM$=CHR$(17)THENPRINTCHR?(17) ; :G0T017 

IFM5=CHR$(29)THENPRINTCHR?(29) ; :G0T017 

IFM$=CHR$(145)THENPRINTCHR$(145) ; :GOTO 

17 

IFM$=CHR$ (157 )ANDPOS  Cm? ) O0THENPRINTCH 

R?(157) ; :G0T017 

IFM$=CHR$(32)THENPRINT"{RVS] {BLK} "CHR? 

(186); :G0T017 

IFM?=CHR$ (133) THENPRINTCHR? (133): G0T03 

1 

PRINT "{ RVS }{BLU}"CHR$( 166)  ; 

G0T017 

B=0 : L=7  702 : F0RY=1T02 : F0RZ=LT0L+1 54STEP 

22 : D=0 : C=0 : G0SUB5  6 ; PC=PC+1 : NEXT : L=L+8 : 

NEXT 

L=7878 : F0RY=1T02 : FORZ=LTOL+l 54STEP22 : D 

=0 : C=0 : GOSUB56 : PC=PC+1 : NEXT : L=L+8 : NEXT 

FORSC=8076TO8186 iPOKESC, 32:NEXT 

PRINTLEFT$(P?,19)"£RVS]LIKE  it?  ";:INP 

UT"{RVS}Y  or  N";N$ 

IFN?="Y"THEN37 

IFN$="N"THENPRINTLEFT$(P$,19) "{ RVS} CUR 

SOR  is  at  top  LEFT":PC=PC-32:PRINT" 

{home} "sG0T017 

PRINT" { CLR] ": INPUT "{RVS} COLOR  -  1  TO  8 

"rE 
ONEGOT039 , 40 , 41 , 42  ,  43  ,  44 ,  45  ,  46 
PRINT"{BLKJ":GOSUB59;GOT047 
POKE3687  9 , 110 : PRINT " { WHT ] " : GOSUB59 : PRI 
NT" E BLK} ":GOT047 
PRINT" { RED } " : GOSUB59 : GOT047 
PRINT " { CYN } " : G0SUB5  9 : GOT04  7 
PRINT" { PUR] " : G0SUB59 : G0TO47 
PRINT" {GRN}":G0SUB59:G0T047 
PRINT" { BLU ] " ; GOSUB59 ; G0T04  7 
PRINT " I YEL ] " : GOSUB59 : G0T04  7 
P0KE36879,27:PRINT"{CLR] {DOWN] 
{8  RIGHT} "CR?:PRINTLEFT$CP?,8) ; 
PC=PC-32 : F0RCH=1T04 : F0RX=PCT0PC+7 : PRIN 
T"{RVS}{bLK]"PEEK(X) ; :PC=PC+1 : NEXT: PRI 
NT ; NEXT 
PRINT "i RVS] "PC; INPUT"! RVS] WANT  TO  SEE 


{SPACE} IT  AGAIN" ;N$ 

50  IFN$="Y"THEN37 

51  INPUT" { RVS } REVISE  IT";Q5 

52  IFQ?="Y"THEN65 

53  INPUT" { RVS } DRAW  ANOTHER" ;M? 

54  IFM?="Y"THENJ=J+4:GOTO10 

55  END 

56  FORX=0TO7:CT%(b)=PEEK(Z+X) :IFPEEK(Z+X) 
=230THENC=VAL(A? (X) ) 

57  IFPEEK (Z+X)=250THENC=0 

5 8  D=D+C : POKEPC , D : B=B+l : NEXT : RETURN 

59  PRINT" {CLR} " :F0RX=1T018: PRINTLEFT? ( P? , 
X)"  "CR?:F0RT=1T075:NEXT:NEXT 

60  F0RX=1T018 : PRINTLEFT? (P? , 19 ) LEFT? ( PI? , 
X)  "{DOWN]  {LEFT]  {DOWnHlEFT]  {2  UPj"CR 
$:F0RT=1T075:NEXT:NEXT 

61  F0RX=18T01STEP-1: PRINTLEFT? (P?,X) LEFT? 
( PI ? , 1 8 ) CR? : F0RT=1T07  5 : NEXT : NEXT 

62  F0RX=18T01STEP-1 : PRINTLEFT? ( P? , 1 ) LEFT? 
(P1?,X)CR?"{2  UP]  {DOWN] {left}  " : F0RT= 

■  1T075:NEXT:NEXT 

63  RETURN 

64  B=0: PRINT" {CLR}" 

65  B=0:PRINT"{CLR]" 

66  FORQ=lT08:FORX=lT08: PRINT "{RVS] {BLU} "C 
HR? { CT% ( B ) ) ; : B=B+1 : NEXT : PRINT  jNEXT : PRI 
NT" {home} {down} {8  RIGHT]"; 

67  F0RQ=1T08 : F0RX=1T08 : PRINT" {RVS } "CHR? ( C 
T%(B) ); :B=B+1: NEXT: PRI NT "{DOWN} 

{8  LEFT]"; :NEXT:PR1NT 

68  PRINT " { UP } " ; : F0RQ=1T08 : F0RX=1T08 : PRINT 
" { RVS ] " CHR? ( CT% { B ) ) ; : B=B+1 : NEXT : PRINT : 
NEXT 

69  PRINT" {8  UP}t8  RIGHT} ";: F0RQ=1T08:F0RX 
=1T08 

70  PRINT " { RVS ] "CHR? ( CT% ( B ) ) ; : B=B+1 ; NEXT  s  P 
RINT"{D0WN}£8  LEFT}"; :NEXT:PC=PC-32 :G0 
T013 

Program  2: 

Character  Printer  And  Screen  Dump 

1  PRINT" {CLR} "TAB(48)" {RED] PEEK  AND  PRINT 

B  FORT=1TO2500:NEXT:DIMC%(3,8,8) 

10  PC=7448:J=35:POKE36869,255 

20  CR?=CHR?(J)+CHR?(J+1)+"{D0WN}{2  LEFT}" 

+CHR? ( J+2 ) +CHR? ( J+3 ) 
30  PRINT" {CLR] {3  DOWN] {9  RIGHT] "CR? 
40  PRINT" {3  DOWN} {RVS] "PC:F0RA=1T04:F0RX= 

1T08 : PRINT "{ RVS} "PEEK (PC) ; :PC=PC+1:NEX 

T: PRINT :NEXT 
50  PRINT" { RVS }"PC-1 
55  PRINT" {DOWN}": INPUT" { RVS} DESIGN  NAME"; 

DN? : GOSUB600 : GOSUB60000 
60  PRINT" {2  DOWN}": INPUT" {RVS} REVERSE!  Y 

{SPACE} OR  N";AN? 
70  IFAN?="Y"THEN90 
80  GOTO150 
90  RC?=CHR?(J+1)+CHR$(J)+"{dowN} {2  LEFT}" 

+CHR? ( J+3 ) +CHR? ( J+2 ) 

99  PRINT" {CLR} {3  DOWN] {8  RIGHT] "CR? : PRINT 
"{3  DOWN] {RVS}" 

100  L=7168:M=0:RC=PC-24:GOSUB200 
110  RC=PC-32:GOSUB200 

120  RC=PC-8:GOSUB200 

130  RC=PC-16:GOSUB200 

140  RC=PC-32 : FORM=0TO32 : POKERC+M, PEEK{L+M 

) : NEXT 
150  PRINT"{HOME]"TABC242)TAB{220); sINPUT" 

{RVS)DESIGN  NAME";DN?:GOSUB600:GOSUB6 

0000 


2<?2    COMPVTE!     November  1983 


D.E.S.-SOFT 


TM 


a  division  of 
DES-Data  Equipment  Supply  Corp, 


ZARCON 

By  Steven  Prentiss 

Destined  to  be  one  of  the  best  arcade  style  games 
on  commodore  computers. Can  you  in  your 
Zarcon  Fighter  shoot  all  the  alien  formations 
while  flying  through  an  asteriod  field! 

5  Levels  of  excitement 

Joystick  required 

Vic-20  cassette  9.95 

Commodore  64  cassette  9.95 


SHROOMS 

Subterranean  Encounter 
By  Michael  Koberstein 

Inner  Earth  has  invaded  the  surface  world.  The 
mutant  spiders  and  the  moles  have  taken 
humans  captive  and  changed  them  into  mus- 
srooms.  To  rescue  them  you  must  enter  the 
caverns.  You  are  their  only  hope.  Good  Luck! 
Vic-20  &  8K  Expander, -Joystick-cass  9.95 


SPHINX 

3-D  ADVENTURE 

By  Cory  Christensen 

You  the  Adventurous  Explorer  are  looking  for 
the  lost  treasure  of  the  Sphinx.  It  is  rumored  to 
be  in  the  Ancient  Pyramid  of  RA.  Beware  of 
deadly  traps  and  hidden  passage  ways. 
Commodore  64-cassette  9,95 


You  are  the  commander  of  squadron  of  lasei' 
ships.  It  is  your  duty  to  defend  the  cities  of  earth 
against  incoming  alien  attack.  Spectacular  Hi- 
Res  graphics  and  machine  code  for  super  fast  ac- 
tion. 
Joystick  Vic-20  cassette  9.95 


^■  '^ffph/^: 


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155  PRINT"{HOME}"TAB(242)TAB(220)"  [RVS}H 

IT  RETURN  TO  GO  ON" 
160  GETA?:IFA?=""THEN160 
170  J=J+4:GOTO20 
180  END 

200  F0RR=RCT0RC+7 :X=PEEK(R) :B=0:C=0 
210  FORA=7TO0STEP-1:Y=INT{X/2TA) :IFY<=0TH 

ENZ=0:GOTO230 
220  Z=2tC 

230  B=B+Z:C=C+1:IFZ=0THEN250 
240  X=X-2Ta 
250  NEXT: PRINT "{RVS] "B; : POKEL+M, B: M=M+1 ;N 

EXT: PRINT: RETURN 
600  FORA=0TO3 : FORB=0TO7 : FORE=0TO7 : C% ( A, B , 

E)=0:NEXTE,B,A:DC=PC-32 
605  FORA=0TO3 : B=0 : FORD=DCTODC+6 : X=PEEK { D ) 

: Y=0 : EORE=7TO0STEP- 1 : Y=INT ( X/2  Te ) : I FY 

<0THENY=0 
608  IFY>0THENY=2 
610  C%{A,B,E)=YTB:X=X-YtE:NEXT:B=B+l:NEXT 

:DC=DC+8:NEXT 
620  FORA=0TO3 : FORB=0TO6 : FORE=7TO0STEP-1 : C 

%(A,7,E)=C%(A,7,E)+C%{A,B,E) :NEXTE,B, 

A: RETURN 
60000  REM  SCREEN  COPY 

60010  R5=CHR5(145) :V5=CHR5{146) :0PEN4,4:P 
RINT#4:G=PEEKl648)*256:PRINT#4,R5r  t 
A=0 : PORP=GTOG+505 

60020  C=PEEK(P) :C$="":IF(P-G)/22=INT( (P-G 
)/22 )THENPRINT#4,CHR$ (8)+CHR$Cl3)+C 
HR5(14); 

60021  IFA>3THEN60030 

60022  IFC=3  2THEN60060 


60025  FORE=7TO0STEP-1 : IFC% { A, 7 , E)=0THENC$ 
=C$+CHR$(C%(A,7,E) :NEXT 

60026  C$=C$+CHR$ ( C% ( A, 7 , E)+128 ) :NEXT : PRIN 
T#4 , CHR? ( 8 ) C? ; : A=A+1 : NEXT 

60030  IFC>128THENC=C-I28 

60040  IFC<32ORC>95THENC=C+64:GaTO60060 
60050  IFC>63ANDC<96THENC=C+128:C$="" 
60060  C5=C$+CHR${C) :IFLEN(C$)>1THENC$=C$+ 

V$+R? 
60070  PRINT#4,C$; : NEXT : PRINT#4 :CL0SE4: RET 

URN  O 


I^OUNTAIN    IVllCRO 

Electronics        1 

S16JenervCt.    -    PO- Box  8097   .    Incline  Vill 

ago,  NV  69460-6097   .    702/831-3067   1 

COLUMBIA      -      FRANKLIN        -       ATARI          | 

lUS-KENSINGTON-LOTUS-  MICROPRO 

MICROSOFT- PfS:  -MONOGRAM 

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ANCHOR  SIGNALMAN 

PRINTER 
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VOLKSMODEM   W  CABLE      S70 

STAR  GEMINI  lOX                   S270 

MARK  X    (HAYES  COMPATietE)      Sl15 

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MARK  XII  (1300   BAUD)                   S  299 

TRAHSTAR  315  COIOE          S17S 

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MONITOR 
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TO  ORDER      OR    SENDS100 
fOS     PRICE  tisr  ■- HEASI    SPECIFY 
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USI   PI-3     13"  AMBER                 8145 
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AMDEK  CaLOR  II     RGB               S409 
AMDEKCOLOR  III    ROB               S345 

COMMODORE  64 189 

CDMMQDQflE  64  CampulH-nnJv  $189,95*  **^^r 

*wh«n  purclused  w^Th  my  of  thtit  Thrct  pickigti 


95- 


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Ailhihe  purchaie  of 
1  1541  Disk  Dr  v« 
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with  \hf  purch«lvof 
1     1541          Disk  Dr.ve  $299.96 

1     1701          l4"cDh>  fnoniiDi    $239,95 
ALL  FDR 5789.85 


CDMMQDQREBA  Sl8}.9b 

with  the  purctiaMaf 

I     1541  Di&kD(ivc  £299.95 

1     1526         Fist  primti  includes      S343.9S 

IFC/ciblE  dtrect  conned  to  64 

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TECHNICAL  NOTES.      .  525 

REAL  TIME  CLK    538 

810  DRIVE    5419 

MEMORIES 
4SK  RAM  (INTEC)        .595 
e4KRAM(INTEC)  5119 

48K  RAM  (MOSAIC)  .  5109 
64K  RAM  (MOSAIC)  . .  5145 
128K  RAM  DISK  ....  5299 
32K  RAM  (MOSAIC)  ...  568 


ATARI  SOFTWARE 


ADVENTURE  INri 

Adv.  1-12  aach  (C)  ...  $18 

Preppie  (C/Dl 520 

Preppie  II  (C;D)   $23 

Diskey(D)    $33 

Sea  Dragon  (C/D)   $23 

Bu90f(!(C/D)   $20 

Tutti-FrutII(C/0) $17 

Saaat-3(ea,)(D) $27 

UnarLndr  .  (C)$11  |D)$15 
Galactic  Empire  (C)  ..$14 
GalacKc  Trader  (C)  ...  $14 

Stratos  (C;D)   $23 

RearGuard    (C)$14(D)$17 

APX 

Eastern  From  (CIO)    . .  $23 

747  Land  Sim.  |C;D|    . .  $17 

Fifl-Foi1ti(Cl   $30 

Family  Cash  Flow|0)  ,  $17 

Downhlll(C;D) $17 

Avalanche  (C/D)    $17 

Outlaw/Howltrer  (C/Dl  $17 

Salmon  Run  (C;D| $17 

Data  Management  (0)  $17 
Galahad/Holy  Grail  (D)  $21 
Adv.  Music  System  ID)  S21 
ATARI  INC. 

Microsoft  Basic  II  (R)  .  $62 
Mickey  in  Great 

Outdoors  (C/Dl   $36 

Paint  (D) $30 

Speed  Reading  (C)  . . .  $54 

Qix{R)   $30 

Dig  Dug  (fi)    $30 

Atari  Writer  (R)    $68 

Time  Wise  10)   ..-....$23 

Visicaic(D|    $139 

Juggles  House  IC/Dl  .$22 
Juggles  Rnbw (C/D)   . .  $22 

Pilot  (Home)  (R) $55 

Gaiaxian  (R)    $30 

Defender(R)    $30 

ET $34 

Microsoft  Basic  (01  ..  $62 
MacroAss.  &Edit(D|  .  $62 
Assembler  Ed  itor|R)  .$42 
Basic  Cartridge  (R)  . . .  $45 

PacMan(R) $30 

Centipede  (R)    $30 

Caverns  of  Mars  (D)   ..  $28 

Star  Raiders  (R) $30 

Conv.  Latjg.  Ea.  (C)  . . .  $42 
Music  Compo3er(R)  ..  $31 
Super  Breakout  |R)  . . .  $26 
My  First  AlptiabetfD)  .  $26 

Pros.2&  E(ea.XCl $21 

Word  Processor  (D)    .$102 

Pilot  (Educ.)  (HI  $92 

Touch  Typing  |C)    $19 

HomrsFlieMn()r(Dl    ..  $36 

Bookkeeper  (D)  $102 

Family  Finance  (D|  ...  $35 

Prog.  1(C)   $18 

Scram  (C) $18 

Asteroids  (R) $27 

Space  invaflora  (R)  ...  $27 
Missile  Command  I R)  .  $27 

TeiBilnk(R)    $21 

Superman  III  (R)   $34 

Basketball  {R|  $24 

Donkey  Kong  (R) $34 

AVALON  HILL 

VC(D) $17 

B-1  Nuc.  Bomber  (C)  ..  $12 

Legionnaire  (C) $23. 

Emplre  of  Overmind    

(D)$23(C)J20 

Tanktics  . ..  (Di$20{ci$l7 
Comptr  Stock  i,  Bonds  . . . 

(D)$17(C)$U 

Dnieper  River  Line  (D)    $20 

Voy«ger(D)  «17 

Controller  (D)    $20 

GFS  Sorceress    

(D)$23(C)$20 

Telegard    ..  0$19(C)*16 

Vo(T»k(0)    t18 

Lord ol Karma (Q  ....  t14 


AVALON  HlLUCont'dl 

Moon  Patrol  (C) $17 

Planet  Miners  (C)  $12 

Conflict  2500  |C) $12 

Space  Stall  on  Zulu   

{D)$17(C)$14 

Flying  Ace  .  (D)$2i  (C)$ie 

Gypsy {D)$18(C)$15 

Galaxy   {D)$17|C)$14 

GunsolForl  De1-(C1    .$14 

NukeWar(C| $12 

Andromeda  Conquest    ... 

(0)$16(C)$13 

Close  Asslt  ID)  $23  (C)  120 
BRODERBUND 

SkyBla2ef(D)    $22 

BanKSt.Wrlter(D|    ...  $46 

A-E.  (D) $23 

Arcade  Machine  (D|  ..$39 
ChopUfler    .  (D)$23(R)$29 

LabyrlnttifC/D)   $20 

Serpentine  .  (D)$23(R)$27 
Steller  Shuttle  (C/D)  ..  $17 

Apple  Panic  (C/D) $20 

Genetic  Drift  {C/D)  ...  $20 
David's  Midnight  (D)  ..  523 

Sea  Fox  (D)    $20 

TraoX  Attack  (D|   $20 

OperatnWhriwndjD)  .  $23 
Match  Boxes  |C/D)  ...  $20 
CDY  CONSULTING 

Pogoman  (C/D|   $27 

Mad.Netier  |C/D) $23 

it-ls-Balioon  (C/D) $23 

CBS 

Mountain  Klng(R)    ...  $27 

Boulders  &  Bombs  (R)    $27 

Krazy{oaoh|(R) $27 

CONTINENTAL  SOFT. 
Home  Accountant  (D)     $48 
Tax  Advantage  (D)    ...  S39 
□ATA  MOST 

Pig  Pen  (0) $20 

MatingZone(D}    $20 

Roundabout  (D)    $20 

Bllestoad  (D) $20 

Night  Raiders(D)    $20 

Monster  Smasti(D|  ...  $20 
DATASOFT 

Text  Wizard  (D)   $65 

Graphic  Master(D}  ...  $27 

Micro  Painter  (D) $23 

Lisp  interpreter  (D)  ...$79 

Graphics  Gen.(D)   $17 

Basic  Compiler  (D)  ...  $65 

Zaixon(C/D)  •.  $27 

Telotalk(D)   $34 

Pac.  Coast  Hwy  (C/D)  .  $20 
Clowns/Balloons  (C/D)  $20 

Spell  Wizard  (D)    $53 

Canyon Cllmber(C/Dl  $20 
Sands  of  Egypt  (D)  ...  $27 
O'RIIey's  Mine  (C/D)  ..$23 
Rosen's  Brigade  (C/D)    $23 

Moon  Shuttle  (D) S27 

DONT  ASK 

Sam(D)    $39 

P.M.  Animator  (D) $23 

Telelarl  (D) $27 

Poker  Sam  (O)  $17 

Word  Race  .  (D)$17(C)$14 
EDU-WARE 

Prl90n8fll(D)    $27 

Spelling  Bee (D)    S27 

Randevous  (D) $27 

Compu/Raad  

(Di$2HC)$15 

Compu/Malh-FR   

(D)$27{C)$21 

CompufMath-Dec    

(D)$27(C)$21 

EDUCATIONAL  SOFT. 
Triclcy  Tutorial 

1,2,3or4(C/D) $15 

Trteky  Tutorial 

5,6or7(C/D)   $22 


GEMINI  10X 
GORILLA  .  , 


S2B9 
$199 


CITOH 

Prowrller  $345 

Prowriterli $629 

Starwriler    $1149 

Prinlmasler $1448 

NEC 

8023  A-C    $409 

3510   $1375 

3530   $1679 

3550   $1779 

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Microline92  ... 
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AMDEK 

Color  I    $289 

V300 S139 

V300A     $149 

Color  it $449 


GflN(JB1260}   $115 

GRN{JB1201)   $155 

Color  Composite    ...$298 
RGB  Color $598 


MODEMS 


HAYES 

Smarlmodem    $209 

Smarlmodem  1200  . .  $498 
Micromodem  11   $259 


■i-         ifi     A, 


NOVATION 

J-Cat    $99 

Apple  Cat  11   $259 

D-Cat   -    - $149 

ANCHOR  AUTOMATION 
Mark  I  or  II  Modem   ...  $78 


SPECIALS 

Gemini  15X  Printer   $379 

Axiom  AT-IOO  Printer  (with  interface    $229 

Astra  Double  Density  Dual  Drive $469 

Rana  1000  Drive    $319 

Bit-3  80  Column  Board $245 

Mannesmann  Talley  160L  Printer  $589 

Atari  400  Keyboard  (In  Home)    $35 

Programmer  Kit  ..$48    Entertainer  Kit  ...$64 
WicoJoystick    . . .  $23   Wico Trackball  ...  $49 

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FOR  TECHNICAL  INFO,  ORDER  INQUIRIES, 
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checks  or  money  orders  filled  wllhlr^  24  hours  lor  Items  in  stock. 
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EPYX-AUTO.  SIMULATION 
Rescue  at  Rlgel  (CIO)  .  $20 
DalB5ton9s/flyn,(C/Dl  $14 
UprRchsApshai(C/D)   $14 

HicQctiel(CfD) $14 

Key5/Achgron(C/Dl    .,$14 

CursBotRalC/D)    $14 

Danger/Drindlsti(C/D)    $14 

Jumpman  (C/D) $27 

EscpVutcanslsle(D)  .  $20 
Crypt  ol  Uodsad  (Dl   . ,  $20 

NigtitmarelD)  $20 

Armor  Assau  It  {0)  .- -    $27 

Monster  Maze  (R) $27 

Alien  Garden  (R)  $27 

Plattermarna  (R( $27 

Morioc's  Tower  (C)  . . ,  $14 
King  Arltiuf's  Heir  

(Dl$20(C|$14 

H8ll(ireWarrlor(C;D)  .  $27 
Invasion  Orion  (C/Dl  ..  $17 
Temple  of  Aps.  |C/0)  -  $27 
Star  Warrior  (C/D)  ....  $27 

Dragon's  EyB(D) $20 

Crush  Crumble  (C/D)  .  $20 
QEBELII 

Firebird (R)    $27 

Embaroo(Rl    $30 

Candy  Factory  (D) $20 

Match  Racers  (C/D|    . .  $20 

Dr.  GoodcodelDJ   $20 

HAYDEN 

Go (Dl$23(C)$20 

Sargonll  .  .  (01  $23  (C)  $20 
Bulldog  Pmball(C)  ...  $20 
HES 

C0C0(C/D|   $34 

Coco  11  (C/D)   $27 

INFOCOM 

Suspended  ID)    $34 

Zorkl,llorlll(D|    $27 

StarcrossfD) $27 

Deadline (D)    $34 

Witness  (D)   $34 

INHOME 

Basetiall     .  .  (R|$23(D)$23 

Crypts  of  Terror  

(D)S23(C)$20 

INNOVATIVE  DESIGN 

Pool  1.5(01    $23 

Juggler(D)    $20 

Speedway  Blast 

(D)S20(R)$27 

Pool400(R| $27 

JV  SOFTWARE 

Jrny  to  Pints  (C/D) $20 

Action  Quest  (C/D)   . . .  $20 

Ghost  Encount.  (C/D)  .  $20 

UK 

Lestor  Perfect  (D)    ...$104 

Data  Perfect  (D)    $74 

Letler Perfect (R)    ...$137 

Edit  8502  (Rj    $137 

MOMARCH  DATA  SYS. 

ABCCompller(D) $48 

ODESTA 

ChessID) $45 

Checkers  (Dl   $34 

Odln{D)  $34 

OPTIMIZED  SYSTEMS 

C-65(D)    $58 

Bug-65(D)    $23 

Max-65  (D)   $58 

Basic  A  -f  (D) $58 

Action  |0)    $65 

Speed  Read  Plus  (D|  . .  $40 

PHOENIX 

Birth  of  Phoenix  (D)   ..  $16 

Adv,  lr>Tlme(D) $20 

QUALITY 

Fastaammon(C) $14 

Name  That  Song 

(D)$13(C)$11 

Starbase  Hyperion   

(D)»17(C)$14 

AIIBaba/40Thvs|0)  .,  $20 
J  aeper  Creepers  (D)  . .  $20 
ROKLAN 

Gorf    (D)$27(R|$30 

Wlzsfd/Wor  .  {0)$27(R)$30 
DIx  I  nvaders  (D)$23  (R)$27 
AntiSutjPtri   (D)$20(C)S14 

Telecom  (D) $49 

Space Journ9y(R)  ...  $30 
SENTIENT 

Gold  Rush  (0|  $23 

Cyboro (0)  $23 

SIERRA  ON-LINE 
Mission  Asteroids  (DJ    $17 
Uiy8.&Gl<JnFl99ce(D)  $27 
Croasfire   ..  (D)S20(B|$23 

Mou3aattack(D) $23 

Jawbreaker  (D)S20(n)$23 

Throsliold  (D)    $27 

Soflporn  (p) $20 

Ultima  11(b)  $38 


SIERRA  ON-LINE 

Marauder (D)  $23 

Lunar  Leeper(D) $20 

Wiz&  Princess  (D)    ...  $22  - 

Froa9er(C/D)    $23 

SIRIUS 

Alpha  Shield  (R)    $27 

Wavy  Navy  (D| $23 

Bandits  (D)    $23 

Space  Ebbs  (D)  S20 

Sneakers  (D)   $20 

Way  Out  ID) S27 

Type  Attack  (01  $27 

Repton(D) $27 

Critical  Mass(D) $27 

Fast  Eddy(R) $23 

Worm  War  (R)    $23 

SPINNAKER 

Snooper  Troop  1,2  (D)  .  $30 

Kindarcomp(D) $20 

Rhymes  &  Riddles  (D!  $20 
Hey  Diddle  Diddle  (D)  .  $20 
Srch  AmzngThngs(D)   $27 

Story  Machine  (D) S23 

Face  Maker  (D)  $23 

STRATEGIC  SiM. 
Cosmic  Balance  (0)  . .  S27 
Cosmic  Balance  II  (D|  $27 
Tigers  In  Snow  (C/D)  -  -  $27 
Battle  of  Shiloh|C/D|  .  $27 
Baltleof  Norm.  (C/D)  .  S27 
Cytron  Masters  (D)  ...  $27 
Knights/Desert  (C/D)  .  $27 
Combat  Leader  (C/D)  ,  $27 
SUBLOGIC 

Pinball  (C/D)    $20 

SWIFTY 

J.  While  Music  Lessons 

(C/D)  $20 

Space  Shultle(D) $20 

SYNAPSE  SOFTWARE 

FllaMngrBOO-f     $65 

Protector  II  (D)$23(R1$29 
Shamus  . . .  (D)  $23  (R)  $29 
Fort  Apocalypse  (C/D)    $23 

Shamus  II  (C/D) $23 

Necromancer  (C/D)  . . .  $23 
Pharoh's  Curse  (C/Dl    .  $23 

Slime  (C/D)    $23 

Page  6  (D)    $23 

Reptilian  (C/Dl    $23 

Picnic  Paranoia(C/D)  .  $23 
Claim  Jumper  (C/D)    ..$23 

Drelbs|C/0) $23 

Shadow  World  (C/D)  ..  $23 

Survivor  (C/D)    $23 

T.N.T-(C/D)   $23 

N.Y.C.(C/D)  $23 

Slamball(C/Dl $23 

Blue  Max  (C/D)    $23 

Nautilus  (C/D)  $23 

Chicken (R/D)   $23 

Quasimodo  (C/D)    $23 

River  Quest  (C/D)   $23 

SYNERGISTIC 
ProBramrWkshp(D|  ..  $23 
Graph  Workshop  (0)  ..  $27 
Disk  Workshop  (D)  ...  $23 
Worlock'3Revenae(D)  $23 
THORN  EMI 

Soccer  (Rl    $34 

Jumbo Jet(R)   $34 

Submarine  Comm.(R)    $34 

Kick  Back  (R) $34 

Pool  (C)   $22 

Humpty  Dumply(C)  ..$22 
HckrylDckryDck(C)  ..  $22 

Darts  (C|    $22 

USA 

Atari  World  (D|    $39 

3.D  Sprgrphcs  (C/0)    .  .  $27 
Survival  Adv.  (C/D)    ...  $17 
VERSA 
MindBgglr3l|D)J14{C)*12 

Globe  Master  (D) $20 

MISCELLANEOUS 
Financial  Wizard  (D|  . .  $41 
Castle  Wolfenstein(D)  $20 

Master  Type  (0) $27 

Astro  Chase  (D) $22 

MinBr2049ef(R)    $34 

Cypher  Bowel  (C)    $33 

Bug  Attack  (C/D) $20 

Raster  Blaster  (D) $20 

Air  Strike  (C/0)    $27 

Priam  (D)  $18 

Megalegs  (C) $23 

Cap'n  Cosmo  (D) (19 

Spy's  Demise  (D)    $14 

Galac.  Chase  <D)$20(C)$18 

Kid  Grid  (C/D)    $20 

Battle  Trek  (D) $20 

Snapper  (E})  $1S 

T4F-PMP  Property 

Managemenl  (D)  . .  $149 
MllllonaTrefD)  $39 


VIC  20      64 


LATE  ARRIVALS 


64  COMMODORE 


1541  DISK  DRIVE $239 


1701  Coler  Monitor  ..  SZ53 

1525  PrJntsr  1239 

1521)  Color  PIT $1E9 

Huurd    S23 

Has  Sound  Box   S13 

D«bl  20  Exp.  Cha»i>   .  $56 


1530  Rscordir   SS9 

1600  Modam    $59 

1650  Auto  Modem  . . .  J156 
Microtek  15KRiin  . . . .  JS2 
UMISKRim  S56 


Large  Selection 

of  Vic  20  Software 

at  Great  Prices! 

VIC  20  SOFTWARE  VIC  20 


APPLIED  SYSTEMS 

Number Gulper{C)  ...  $17 
Number  Chaser  (C)  ...  $17 
BRODERBUNO 
Martian  Raider  (C)    ...$14 
Multisound  Synth,  |C)    $14 

Shark  Trap  (C|  $14 

Sky  Blazer  (R)   $27 

Seafox  (R)   $27 

AE  (R) $27 

CBS 

K-Razy  Palrol  (R) 129 

K-RazyAntiKs(R)   $29 

COMM'DATA 

PakacudafC) $13 

Sketch  and  Pain  1(C)  ..  $13 

Eight  Baii(C) $13 

invader  Educ,  Series 

(eachKCI  $13 

COMPUTERMAT 

ParalrQopers{C) $15 

Bug  Blast  (C) $12 

Cricket  |C)  $12 

CREATIVE  S.W. 

Black  Hoie(R| $36 

Trashman  (R)    $36 

Astrohlltz  (fl) $36 

CityBomber(R)    $20 

Appie  Panic  (B)  $36 

ChDpillter(R|    $36 

Serpentine  |R) $36 

Vic!eomania(R)  $36 

Terraguard  (R) $36 

EPYX 

Monsier  Haze  |R) $27 

Sword  of  FargoallO    .  $20 

Ricochet(C)    $14 

Rescue  al  Rigei  (C)  .  . .  $20 
Temple  ol  Apshal  (D)  .  $27 
HES 

Gridrunner(H)  $27 

Raido1lsram{C) $14 

Robot  Panic (R| $27 

ProlecIof(R)   $29 

S(ramus(R)   $27 

Predator  (R) $27 

Syn  The  Sound  (R)    ...  $39 

Aggressor  (R)    $27 

Heswriler  (R) $27 

Turtle  Graphics  {Rl  ...  $27 

Hesmon(RJ  $27 

Vic  Forth (R)    $39 

6502  Prof .  Dev.Sys.  (C)    $20 

Torg{C) $13 

Concentration  (C) $12 

Fuel  Pirates  (C) $12 

Slmon(C| $12 

Vic  Trek  (C)    $13 

CoCotl(C/D) $27 

IMAQIC 

Damon  Attack  |R)  ....  $25 

Atlantis (H)    $25 

UTILE  WIZARD 

Pro  Football  (C) $15 

CosmicCrusaderlO  .$12 
LOGISTIC 

X-Rated(C)    $9 

Algebra  Wiz(C) $9 

Profess.  Journal  (C)   . .  $36 

Viccalc(C} $36 

Budgets  Bill  Payer  (CI  $15 
Accounts  Payable  (C)    $36 

Mad  Bomber  (C)    $10 

MIS 

VicVango(C)    ■..$10 

Galactic  Crossfire  (C)    $11 

Checkbook (C)    $14 

Ffui!fly(C)  $10 

Alien  Soccer  (C)    $11 

NUFEKOP 

KrazyKong(C)    $11 

3-D  Man  (C)   $17 

Exterminator  (C) $20 

ON  LIME 

Crossfire (C)   $20 

UitimafC)    $14 


QUICK  BROWN  FOX 

Prof,  Word.  Proc $48 

SIRIUS 

Snake  Byte  (Rl    $27 

FlyWars(R) $27 

Type  Attack  (R)  $27 

Fast  Eddy(R) $27 

Deadly  Duck  (R)    $27 

Turmoil  (R) $27 

Plasmania|R)   $27 

Spider  City  (R| $27 

Squisti'Em(Rl    $27 

Final  Orbit  (R)   $27 

Bumper  Bash  (B) $27 

SPECTRAViSION 

Cave  In  (R)  $27 

Number  Crunch  (R|  .  .  .  $27 
Reaganomics  (R)    ....$27 

Gold  Mine (D)    $27 

Ape  Escape  (D)   $27 

STARTECH 

Asteroids  (CI $18 

Backgammon (C)    ....$1& 

SkiRun(C) $12 

Meleor(C)   $9 

Vic  Men  (C)    $18 

Vic  Panic  (C)  $18 

SYNAPSE 

Harrier  (C)   $23 

Squeeze  (C)  $23 

Astro  Patrol  (C)  $23 

TAYLORMADE 

Fun  Fractions  (C)   $13 

Vic  Lemonade  (C) $12 

Ton  Typing  Tutor  (CI  . .  $13 
TiF  SOFTWARE 

Word  Search  (C)    $14 

Sports  Search  (C)  ....  $14 
Arcade  Search  (Ci)  ...  $14 
TOTL 

Mailing  List  (CI   $14 

Time  Management  (C)  $22 
Research  Asst.  (C)  ...  $22 
THORN  EMI 

River  Rescue  (R|  S29 

Vic  Music  Comp.  (R|  .  .  $29 
Submarine  Comm.(R)    $29 

Mutant  Herd  (R)    $29 

Fourth  Encounter  (Rl  ,$29 
TRONIX 

Galactic  Blitz  (C) $17 

Swarm (C)   $20 

Sidewinder  (C)    $20 

Scorpion  (R)    $27 

Gold  Fever  (R| $27 

Deadly  Skies  (R) $27 

UMI 

Video  Vermin  (Rj $27 

Amok  (C/fl)    $20 

Oulworld(R)   $27 

Satellites  &  Met.  <R|   . ,  $27 

SubohasefC) $17 

Kosmic  Kamikaze  (C)  .  $17 
Meteor  Shower  (C)  ...  $11 
Super  Hangman  (Cl  ..$14 
Spiders  of  Mars  (R)  ...  $27 

Meteor  Run  (R)   $27 

VIcalcfC) $11 

ViTerm  A(C)  $14 

ViCat(C)  $17 

Vi  Check  |C) $17 

Alien  Blitz (C/RI $20 

Sky  Math  (C)   $11 

Space  Division  (C)    ...$11 

TheAllenIC)   $17 

Grand  Master  (C)    $27 

Renaissance(R) $33 

Cloud  Burst  (Rj   $20 

Skibbereen(R)    $20 

Wordcraft  20  (R)  $65 

VICTORY 

Adv.  Pak  1(C) $14 

Ad\f.  PakII{C)    $14 

Annihilaior((;|    $18 

Grave  Robbers  (C)    ...  $12 

Kongo  Kong  (C)    $18 

Trek(C)    $12 


BATTERIES  INCLUDED 

Delphis  Oracle<D|  ,,..  114 
Paper  CllpIO)  89 

COMM-DATA 
(New  VanJonI) 

Supercuda(C/D  I 18 

Pegaisus  Ody9»ey(C/P)  16 

Escape  MCP(C/01 18 

Toddler  Tutor(C/D) 18 

Prim.  Math  Tutor(C/D)  .  18 

Malh  Tutor|C/D|   18 

English  lnvaders(C/D)  .  IS 

DATA  20 

Pro  Word  Proc.(C) 21 

General  Ledger(C) 21 

Accounts  Roc.(C) 21 

ElBC-  SpreedsheBt(C)  ..  21 

EN— TECH 

Studio  64(D)   28 

Sprite  Fun(C)    18 

EPYX 

sword  Fargoal(C/D)   ....20 

Crush  CrumbifllD) 20 

Upper  Reaches  APS(D)   14 

HES 

Synthe  Sound  64(R)  ...  34 

64Forth(R| 40 

Time/Money  Mgr.lD)  ..  48 


INFO— OESiONS 

Q/L  ID)  -.61 

A/P  (D)   61 

A/R  (D) 61 

NUFEKOP 

EKterminator(Cl  20 

3-D  Man(C)  16 

RAINBOW 

Pers.  Finance  Assist. (D)  41 

PSYCOH  SOFTWARE 

Personality  Analyzer{0)  24 

SIERRA  ON— LINE 

Crossfire(D) 20 

SOUTHERN  SOLUTIONS 

Bill  Payer(A/P)  68 

Business  Man(G/L)  ....  68 
Paymaster  (Payroll)  ....  68 

Bill  Collector(A/R) 68 

Widget(lnventory)  68 

TIF  SOFTWARE 

Word  Search(C) 15 

Sport  Search(C) 15 

Arcade  SearcH(C)  15 

TIMEWORKS 

Programming  Kit  1(D)  .  IB 
Programming  Kit  2(0)  .  IB 
Programming  Kit  3  (D>  .   18 


CBM  64   CALL 

1541  DISK  DRIVE  . .  .  $239 


1701  Color  Monttor  ..  $255 

152SPriflt«r   J23fl 

1520ColorPlT S169 

Cird7(lnlc)  KO 

Ught  P«n    J29 

Cattttta  infc tZ9 

Cinl7Sonwaro   S16 


1530  RKordor   S59 

leoOModtm    $59 

1650  Auto  Modem    ...  $158 

CMBHRffSllkl* $1S 

TiMConnKtIoiillrih)   ..  S85 

MSDDIikOrtvg    $339 

PTI 45  Lot  Beard  $59 


Script  64 S77 

Calc  Result  Prof S114 

Calc  Result  Easy $68 

The  Home  Accountant S48 

Delphis  Oracle $114 

Word  Pro  3  with  Spell S78 


64 


SOFTWARE 


64 


SPECIALS 

Gemini  10X  Printer   $289 

Prowfiter  Printer   $349 

Gorilla  Banana  Printer  $199 

Card  ?  Printer  Interface    $60 

The  Connection  Printer  Interface   S85 

1541  Disk  Drive   $239 

Koala  Graphics  Tablet  $69 

Flip  N'  FUe  Diskette  Box    $21 

Elephant  Disks  (10) $21 

The  Boss  Joystick  (WIco) $15 

Wico  Joystick   $23 

Wico Trackball    $49 

COSMIC 
COMPUTERS 

UNLIMITED 

727  BREA  CANYON  RD.,  SUITE  16 

WALNUT,  CA  91789 

ORDER  LINES  OPEN  MON-SAT  8  am  -  8  pm 

(800)  626-7642 

PLEASE  FOR  ORDERS  ONLY 
SORRY,  NO  COD'S 

(714)  594-5204 

FOR  TECHNICAL  INFO,  ORDER  (NQUtRIES, 
OR  FOR  CALIFORNIA  ORDERS 


ACCESS  SOFTWARE 

Neutral  Zone  (C/D)  ...  126 
Sprite  Master  (C/D)  . . .  %2T 

AVALON  HILL 

Nul(ewar(C)    $12 

Planet  Miners  (C)  ....  $12 
Androm. Conquest (C)  $14 
Midway  Campaign  (C)  $12 
North  Atl.  Convoy  (C)  .  $12 
Comp.  Stcks/Bnda((:(  $15 
Computer  Football  (C|   $18 

Telengard  (C)    $16 

BATTERIES  INCLUDED 

Paperclip  (D)    $89 

D.Base  $11< 

BRODERBUND 

Chopllfter  (R)    $29 

Serpentine  (H| $27 

Seafox  (R) $27 

David's  Midnight  (D)  . .  $23 

COMIMODORE 

Easy  File (01    $75 

Easy  Finance  (D)    S38 

Easy  Mall  (D) $38 

Easy  Script  (D)    $75 

Easy  Schedule  (D)    ...  $59 

Logo  (R) S75 

Pilot  (D)   $75 

Assembler  (D) $38 

Music  Mactiina(D)  ...  $25 
Music  Composer  (D)  ..  $25 

Meja  Music  |D)  $75 

Video/Music  Supt.  (D)    WS 

Jupiter  Lander  (R) $25 

fladar  Rat  Race  (Rl  ...  $25 

Sea  Wolf  (R)    $25 

KicltmanjR) $25 

COMM-DATA 

Pakacuda  .  (C)S14(D)$1S 
Escp.MCP  .  |C)$14(D)$18 
Centropods   |C)$14{D|$1B 

COMPUTERHAT 

Arcade-Pak  (C|   $18 

Education-Pak  (C)  ....  $18 

CREATIVE  SOFTWARE 

Moondust(R)    $25 

Trashman  (R)    $25 

Save  New  York  (R)    ...  $25 

Astroblit2(R) $25 

Household  Fin.  (D)  ...  $25 

DATA  20 

Video  PakSO $139 

Z80  Video  Pak $229 

EN-TECH 

Finance Calc64   $34 

DalaBase64 $56 

Invoice  Ea3e64    $56 

EPYX 

Temple  of  APS  (D)  ...  $27 
Upper  Reacti.  APS  (D)  $14 
Jumpman (D)  ........  $27 

HES 

HES  Modem    $59 

6502  Prof.Dev.Sys.(C)  .  «2 

Hosmon  64  (R) $27 

Turtle  Grapics  II  (R)    ..$41 

Heswriler  64  (R)    $32 

Gridrunner(R) $27 

Retroball  (R)  $27 

INFOCOM 

Zorkl.  Norlll(D)  $27 

Deadlina(D)    $35 

Staroross(D) J27 

JIN  SAM 

Mlnl-Jlnl(R) S/5 

LITTLE  WIZARD 

Pro.Mall.List  (C)$22(0)S3S 
Stockmaster 

(invenlory)  (C)$25(D)$28 
LOQtSTIC 

Datacalc64  (C)$55(D)$59 
Home  Journal  (D)  ....$55 


MICROSPEC 

Payroll  System  ID)   ...  $73 

Inventory  PK9(D|    $73 

General  Ledger  (Dl  ...  $73 
Disk  Data  Mgr(D)  ....  $62 

Mad  List  Mgr(D) $41 

Checkbook Mgr(D)  ...  $39 
M-SOFT 

M-Flia  (D) $89 

ON-LINE 

FroggerlD)    $23 

Jawbreaker  (D|   $20 

PACIFIC  COAST  SOFT, 
PCS  (80  Col  BD,  Word  Proc, 
D.  Base. Spreadsheet)  CALL 
Account  PAC(C(D)  ...  $34 

FllePAC(Dl $30 

Editor  PAC(DI $39 

Inquire  PAC(p)  $57 

Happy  Tutor  Typnfl(D)  $18 
PROFESS.  SOFTWARE 
Worapro3+;64(D)  ...  $68 
QUICK  BROWN  FOX 
Prof.Word  Proc.  (R)  . , .  S50 
RAINBOW 

Writers  Assistant $95 

Spreadsheet  Assist.  . .  $95 

File  Assistant  $95 

SIRIUS 
Blade/eiackpoodle  (D)  $27 

Type  Attack  (D)  $27 

Repton(D)  $27 

Critical  Mass  (D) $27 

Snake  Byte  (Dl    $23 

WayOutID) $27 

Fasi  Eddie  (Dl  $23 

Turmoil  (D) $23 

Spider  City  (Dl $27 

Squish'Em(D) $23 

Final  Orbit  (D)   $27 

Alpha  Shield  (D|    $27 

SKYLES  ELEC.  WORKS 

Buslcalc  (C/D) $52 

Buslwriter(D)   S72 

SPINNAKER 

Snooper  Troops  1  (D)  .  $29 

Pacemaker  (D)    $23 

Kindercomp(D) $20 

Hey  Diddle  (0) $20 

Most  Amaz.  Thing (D)  ,  $27 

SYNAPSE 

Fort  Apocalypse  (C/01    $23 

Survivor  (C/D)    S23 

Drelbs(C/0) $23 

Pharoh's  Curse  (C/D)   .$23 

Protector  11(0) $23 

Morgal  (0)  $23 

Shamus  (D)   $23 

TAYLORMADE 
Touch  Typing  Tutor 

3.0(D) $21 

TIMEWORKS 

Rbbrs/Lost  Tomb  (C/D)  S21 

Wall  Street  (C/D) $21 

Money  Manager(C/D)    $21 

Data  Master  (C/D| $21 

Dungeons  of  Alg. 

Dragons  (C/Dl   $21 

TOTL 

Text  2.6  ...  (C)$32{D)$34 
Label  2.6  . .  (C)$15(D)S17 
Time  Manager  2.6  (C)  .  $24 
Time  Manager  2.6(D)  .$27 
Resrch  Assist- 2.0(C)  .  $24 
Resrch  Assist.  2.0(0)  .  $27 
UMI 

Motor  Mania  (C)    $20 

Renaissance  (C)  $27 

VICTORY 

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Kongo  Kong  (C/D) $16 

Trek  (C/D) $14 

Adv.  Pack #1  (C/D)  ...$16 
Adv.  Pack  #2  (C/D)  ...  $16 
Grave  Robbers  (C/D) . .  $13 
ChomperMan(C/0)  ..$16 


High  Octane  Transfer 

For  Atari 


Steve  Kaufman 


Data  storage  and  retrieval  with  disk  files  can  be  a  slow 
process.  Using  Atari's  unique  string  length  capability, 
the  author  presents  programming  techniques  which  will 
read  a  file  of  W, 000  characters  in  14  seconds. 


The  storage  and  retrieval  of  data  is  a  relatively 
simple  procedure  on  most  microcomputer  sys- 
tems. Unfortunately,  the  speed  of  the  process  can 
leave  a  great  deal  to  be  desired. 

The  programs  throughout  this  article  will 
illustrate  a  method  of  achieving  high-speed  data 
transfer  to  disk.  Let's  start  with  Program  I,  which 
will  create  a  file  of  names  and  occupations. 

ProgrcilT1 1:  Names  And  Occupations  File 


IN 


END 


10  DIM  NAME* (30) , DCC* ( 15) 

20  OPEN  #1  ,  8,  0,  "D:  NPlMEOCCU.  DAT" 

30  ?  "NAME  (RETURN  ONLY  TO  END)" 

PUT  NAMES 

40  IF  LEN<NAME*)=0  THEN  CLOSE  #1 

50  ?  "OCCUPATION" ;: INPUT  OCC* 

60  ?  «1 ; NAME*;CHR* < 155) ; OCCt 

70  BDTO  30 

This  program  is  straightforward  and  simple,  but 
simplicity  does  not  imply  efficiency.  It  does  not 
cause  disk  access  after  every  entry  because  DOS 
will  write  only  to  the  disk  when  its  sector  buffer  is 
full  (every  125  bytes  on  single  density  drives,  253 
on  double  density),  but  it  does  waste  a  lot  of  disk 
time  in  cases  where  a  long  file  is  being  created. 

Storing  Data  In  Strings 

More  important,  however,  is  the  status  of  the 
data.  Once  a  new  name  and  occupation  are  en- 
tered, all  the  prior  data  is  eliminated  from  RAM. 
It's  on  the  disk,  to  be  sure,  but  it  becomes  a  rather 
tedious  process  to  retrieve  and  modify  it.  A  far 
better  procedure,  in  terms  of  both  disk  access 
time  and  data  manipulation  flexibility,  is  to  store 
all  the  data,  as  it  is  generated,  in  a  single  long 
string  as  demonstrated  in  Program  2. 

298     COMPUTE!    November  1983 


30 
40 

50 


60 


70 


80 


Program  2:  string  storage  Of  Data 

10  DIM  NAME* (20) , OCC» < 15) , A* < 10000) 
20  ?  "NAME   (RETURN  ONLY  TO  END)"?: IN 

PUT  NAME* 

IF  LEN(NAMEt)=0  THEN  GOTO  100 

?  "OCCUPATION" ;: INPUT  OCC* 

REM  now  pad  the  data  with  spaces 

so  that  each  entry  is  the  same  le 

ng  t  h 

IF  LEN(NAME*)<20  THEN  NAME*(LEN(N 

AME«)+1)="   ■■:BOTO  60 

IF  LEN(0CC*><15  THEN  OCC*(LEN(DCC 

*)+l)="  ";GOTD  70 

A*  (LEN(A«) +1 )=NAME*: A*(LEN(A») +1 ) 

=  OCC* 
90  GOTO  20 
100  FOR  X=0  TO  LEN(A*)/35-l 

110  PRINT  At (X»35+l , X*35+20) ; " 

{4  SPACESJ " ; A* (X«35+21 , X« 35+35) 
120  NEXT  X 

In  this  example,  though  we've  wasted  what  may 
turn  out  to  be  a  substantial  amount  of  space  by 
padding  the  data  fields  with  blanks  (lines  60-70) 
so  that  they're  all  the  same  length,  the  padding 
creates  a  series  of  easily  accessed  records  that  can 
be  edited  or  (as  in  lines  100-120)  printed  out  in  a 
formatted  fashion  without  any  difficulty.  Equally 
significant  is  the  speed  with  which  the  entire  file 
of  data  can  be  sent  to  the  disk  (or  cassette): 

200  OPEN  #1  , 8, 0.  "D: NAMEOCCU. DAT" 
210  PRINT  «i;A*:CLaSE  #1 

In  addition,  in  this  instance,  even  after  you  have 
sent  the  file  to  the  disk,  it  is  still  sitting  in  RAM 
(in  A$)  where  it  can  be  manipulated  further.  You 
could  also  combine  the  two  methods,  writing 
each  field  of  data  to  the  disk  and  putting  it  into 
the  long  string  A$  at  the  same  time. 

Note  that  Atari  BASIC  provides  you  with  a 
substantial  speed  advantage  in  disk  time  here 
over  most  other  microcomputer  BASICs  inasmuch 
as  it  allows  strings  to  be  up  to  32K  long.  In  other 
BASICs  (for  example,  Microsoft  BASIC  on  the 
Atari),  the  file  would  have  to  be  saved  in  an  array 
of  strings  (or  in  this  case  perhaps  in  two  arrays. 


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NAME$( ),  and  OCC$( )  ),  and  the  save  to  the 
disk  would  have  to  be  done  in  a  significantly 
slower  FOR/NEXT  loop: 

10  FOR  X=l  TO  ARRAYSIZE 

20  PRINT  #1,NAME*(X) 

30  PRINT  ttl,OCC*(X) 

40  NEXT  X 

Data  Retrieval  By  INPUT 

While  creating  and  writing  data  files  is  a  relatively 
straightforward  procedure,  reading  the  files  is  by 
no  means  as  simple,  or,  in  many  cases,  as  rapid. 
The  easiest  way  in  BASIC  to  read  such  files  is  to 
use  the  INPUT  statement.  This  would  work  very 
well  on  the  data  file  created  in  Program  1.  Indeed 
it  is  a  simple  matter  to  read  in  the  data,  pad  each 
field  with  blanks,  and  put  it  all  into  a  long  string 
as  in  Program  3. 

Program  3:  Reading  Data  With  INPUT 

10  DIM  NAME* (20)  , DCC« ( 15)  . A*  (  1  0000) 

20  OPEN  ttl ,4,0, "D:NAMEOCCU. DAT" 

30  TRAP  200 

40  INPUT  #1 , NAME*: INPUT  «1,0CC* 

50  IF  LEN<NAME*)<20  THEN  NAME*(LEN(N 

AME*)+1)="  ":GOT0  50 
60  IF  LEN(0CC*)<15  THEN  OCC*(LEN<OCC 

*>+l)="   ":GOTD  i0 
70  A*(LEN(A*)+1)=NAME*:A*(LEN(A*)+1) 

=OCC*:GDTD  40 
200  CLOSE  ttl 

INPUT  in  Atari  BASIC  is  relatively  problem- 
free.  Unlike  most  BASICs,  you  can  use  it  easily 
even  if  the  data  contains  commas  or  colons  which 
would  signal  end  of  field  to  the  INPUT  statement 
of  other  BASICs  (that  is,  it  reallv  works  more  like 
the  LINPUT/LINE  INPUT  available  in  some 
dialects). 

The  problem  with  the  INPUT  statement  is 
that  it  can  be  used  only  when  there  is  a  carriage 
return  character  (ATASCII 155)  in  the  file  after 
every  line  of  text.  The  file  created  by  Program  1 
has  such  carriage  returns  embedded  in  it  auto- 
matically because  every  PRINT  statement  (not 
followed  by  a  semicolon  or  comma)  automatically 
attaches  a  carriage  return  to  the  data.  This  is  the 
reason  we  had  to  embed  a  CHR$(155)  in  our  data 
in  line  60  of  Program  1.  Alternatively,  we  could 
have  written  ?#l;NAME$:?#l;OCC$. 

In  Program  2  we  do  not  have  carriage  returns 
embedded  in  the  data.  The  normal  way  to  retrieve 
such  files  in  BASIC  is  to  use  the  GET  statement, 
which  retrieves  one  character  at  a  time: 

10  DIM  A« ( 10000) 

20  OPEN  ttl , 4, 0 , "D: NAMEOCCU. DAT" 

30  TRAP  200  :REM  to  catch  the  "end  o 

-f  -file"  err  or 
40  GET  #1 , X: A* (LEN ( A*) + 1 ) =CHR* ( X ) : 60 

TD40 

200  CLOSE  ttl 

The  problem  with  this  procedure  is  that  it  is  inor- 
dinately slow,  much  slower  than  using  INPUT, 

300    COMPUTE!    November  1983 


and  INPUT  itself  doesn't  even  come  close  to  the 
speed  of  data  access  that  the  disk  drive  is  capable 
of  providing.  In  this  particular  case  we  could  revise 
Program  2  by  inserting  a  CHR$(155)  after  every 
field  in  the  storage  string  A$,  then  we  could  use 
INPUT  to  retrieve  it. 

Reading  Files  Of  Unknown  Length 

There  are  many  kinds  of  data  in  which  carriage 
return  characters  might  not  only  be  inappropriate 
but  also  might  be  found  within'data  fields  them- 
selves, so  that  INPUT  could  not  be  used.  Reading 
in  a  segment  of  machine  language  or  the  data  for 
a  graphics  display  would  be  two  common  exam- 
ples. Some  computers  provide  an  easy  way  to 
directly  and  quickly  store  and  retrieve  chunks  of 
RAM  memory,  such  as  the  commands  BSAVE  and 
BLOAD  in  Applesoft. 

Experienced  users  realize  that  the  Atari 
operating  system  supports  such  operations,  but 
even  with  them,  the  user  must  declare  in  advance 
the  exact  length  of  the  file  to  be  transferred. 

The  challenge  is  to  find  a  simple  routine  that 
will  read  a  file  from  disk  into  memorv  at  maximum 
speed,  even  though  wc  don't  know  in  advance 
how  long  the  file  is.  Simply  knowing  that  we  have 
reached  end-of-file  is  not  enough.  Let  us  say,  for 
example,  that  we  have  provided  a  10,000-character 
block  of  memory  (DIM  A$(10000))  in  which  to 
store  our  file.  How  do  we  know  how  far  into  that 
memory  block  the  file  has  reached?  No  problem. 
It  turns  out  that  the  operating  system  keeps  track 
for  us,  in  RAM  locations  40  and  41,  of  exactly  how 
many  bytes  are  transferred  during  a  Central  Input/ 
Output  (CIO)  operation. 

The  following  routine,  then,  can  be  ENTERed 
into  any  BASIC  program  to  initialize  a  string 
(FASTS)  containing  machine  language  which 
allows  us  optimum-speed  file  access: 

30000  RESTORE  30001:FOR  1=1  TO  39:RE 
AD  A: FAST* <LEN (FASTS) +1 ) =CHR« ( 
A) : NEXT  I : GOTO  10 

30001  DATA  104,104,104,10,10,10,10,1 
70, 167, 7, 157, 66, 3, 104, 157, 69, 3 
, 104, 157, 68, 3, 104, 157, 73, 3 

30002  DATA  104,157,72,3,32,86,228,13 
2,212,  160, 0,  132, 213, 96 

In  order  to  use  this  routine,  you  need  only  open 
the  file  normally  in  BASIC  and  do  a  USR  function 
call: 

Y  =  USR(ADR(FAST$),CHANNEL,ADR(A$),BSIZE) 
where  Y  is  the  status  returned  by  the  CIO  call, 
CHANNEL  is  the  channel  number  that  you  have 
assigned  to  this  file  in  your  OPEN  statement,  A$ 
is  the  buffer  string  into  which  the  file  will  be  read, 
and  BSIZE  is  the  maximum  length  of  that  buffer 
(normally  the  value  to  which  you  have  DIMen- 
sioned  A$).  Using  this  procedure  on  a  file  of  10,000 
characters,  it  takes  only  14  seconds  (9  if  you  have 
double  density)  to  reaci  the  file  into  RAM.  This  is 


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as  fast  as  the  drive  is  capable  of  reading.  Using 
INPUT,  where  possible,  takes  about  42  seconds 
to  transfer  the  same  number  of  bytes.  Using  GET 
to  perform  this  function  takes  2^2  minutes. 

Program  4  is  a  simple  BASIC  program  using 
this  function  that  allows  you  to  read  any  file  off 
disk  and  print  it  on  the  screen.  Note  that  if  the 
USR  call  returns  a  status  of  136,  the  end-of-file 
has  been  reached.  If  the  status  is  1,  the  file  is  longer 
than  the  buffer  you  have  provided.  Any  other 
status  indicates  an  error  situation. 

This  routine  can  also  be  used  for  saving  data 
directly  from  RAM  to  a  disk  file.  Simply  substitute 
the  value  11  (the  binary  PUT  command  value)  for 
the  value  7  in  the  DATA  statements  or  in  FAST$ 
after  it  has  been  initialized  (FAST$(10,10)  = 
CHR${11)),  Using  such  a  modified  FAST$,  the  fol- 
lowing routines  will  save  an  entire  GRAPHICS  0 
screen  to  disk: 


10 

20 
30 
40 


OPEN  #1 , B, 0 
START=PEEK 

Y  = 

CL 
OR 


D: GR0. DAT' 


'EN     #1  ,  B,0,  "D:GR0.DAT" 
■ART=PEEK (80) +2  56*PEEK (89) 
USR (ADR (FAST*) , 1 , ST ART , 40 «24 ) 
,aSE     #1:      IF     YOl     THEN     PRINT     "ERR 
:     ";  Y 


Change  FAST$(10,10)  back  to  CHR${7),  and  you 
can  put  the  data  right  back  on  the  screen  just  as 
quickly: 

10  OPEN  #1 , 4, 0, "D: 6R0. DAT" 

20  START  =  PEEK  (88)  +256*PEEK  (89) 


30  Y  =  USR(ADR  (FAST*)  ,  1 ,START,40*24> 
40  CLOSE  #1 

Program  4:  Data  Refrieval  By  A  USR  Call 

0  BSI ZE=10000: DIM  FAST* ( 39 )  ,  A*  ( BS  I  Z E 
) , FNAME* (15) 

5  A*  (  I  )=■■<,  J  ":  A*  (BSI  ZE)  =•'{,>":  A*  (2)  = 

A*  (  1 )  :  Z  =  0: GOTO  30000 
10     7     "NAME  OF  FILE  TO  READ";; INPUT  F 

NAME* 
100  OPEN  #1 , 4, 0, FNAME* 

110  Y=USR(ADR(FAST*),1,ADR(A*).BSIZE 
) 

115  Z=PEEK (40) +256»PEEK (41 ) 

lit  REM  y  is  the  error  status,  Z  is 

the  number  o-f  bytes  read  from  th 

B  file 

119  REM  now  tell  BASIC  how  long  our 
storage  string  is 

120  A* (Z) =A*  <Z,  Z  > 

125  IF  V=i3&  THEN  ?  A*:?  "END  OF  FIL 

E";END 

130  IF  Y=l  THEN  ?  A*:?  "RETURNING  TO 
GET  REMAINDER  DF  FILE":60T0  110 

139  REM  any  other  value  of  Y  i s  a  d i 
^k     error. 

140  ?  "ERROR  «"|;Y:END 

ZSS&e  RESTORE  30001:FOR  1=1  TO  39:RE 
AD  A; FAST* (LEN ( FAST*) +1 ) =CHR* ( 
A) : NEXT  I : GOTO  10 

30001  DATA  104,104,104,10,10.10,10,1 
70,  169, 7,  157, 66, 3,  104,  157,  69,  3 
, 104, 15  7,68,3, 104, 157,73.3 

30002  DATA  104,157,72,3,32,86,228,13 
2,212,160,0,132,213,96  © 


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"U-boat,"  for  VIC  and  64,  starts  out  quietly  enough, 
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run-and-shoot  games  -  for  a  while. 

As  you  calmly  patrol  the  ocean  floor,  the  se- 
renity is  soon  broken  by  the  sudden  explosion  of 
a  depth  charge.  Above  you,  on  the  ocean  surface, 
are  destroyers  on  a  search-and-destroy  mission. 
And  if  that  isn't  bad  enough,  there  is  a  constant 
supply  of  mines  to  keep  you  busy. 

The  object  of  the  game  is  to  sink 
as  many  ships  as  possible  before 
their  depth  charges  reach  you.  On 
the  surface  of  the  sea,  destroyers 
and  aircraft  carriers  pass  to  and  fro 
dropping  their  destructive  cargo. 
Some  drop  randomly,  but  others  zero  in 
on  your  U-boat. 

You  can  destroy  bothersome  mines  with  your 
torpedoes,  but  new  ones  always  replace  them 
after  five  ships  have  been  sunk.  So  in  order  to 
keep  your  patrol  area  tidy,  you  have  to  take  time 
out  every  now  and  then  to  remove  mines.  Also, 
it's  important  to  remember  that  when  the  charges 
and  mines  explode,  they  take  the  surrounding 
eight  cursor  spaces  with  them.  If  your  U-boat  is  in 
this  area,  it  is  permanently  retired. 

VIC  Version 

For  those  of  you  who  do  not  have  a  joystick.  Pro- 
gram 3  shows  the  necessary  replacement  lines  for 
Program  2  so  that  you  can  use  the  keyboard.  I 
used  the  cursor  keys  to  move  the  sub,  but 
if  you  find  that  they  are  too  '  o  difficult, 
you  may  assign  new  keys  in  lines  70-76. 


I 


^  '^ 


<=i. 


If  you  ^  do  have  a  joystick,  you  may  want  to 
try  the  keyboard  later  on.  You'll  find  it  more 
of  a  challenge  because  the  game  plays  faster. 
It  may  be  a  bit  difficult  at  first,  but  if  you  master 
the  game  using  the  keyboard,  you  can  become 
the  scourge  of  the  seven  seas. 

U-boat  was  designed  to  provide  a  large  variety 
of  objects  on  the  screen  without  slowing  the  game 
down.  As  most  game  programmers  know,  too 
many  POKEs  and  PRINTs  can  spoil  the  game's 
fast  action  quality.  For  example,  the  usual  two 
POKEs  to  location  37154  have  been  omitted  from 
the  joystick  reading  routine. 

Using  MID$  is  a  good  technique  for  achieving 
fast  movement  of  many  objects  on  screen.  In  Pro- 
gram 2,  MID$  was  used  to  move  the  ships  across 
the  screen  because  it  was  faster  than  POKEing. 
Also,  when  I  first  wrote  the  game  with  POKEs, 
the  ship's  bow  plunged  into  the  sea  as  the  ship 
wrapped  around  the  screen.  This  could  be 
remedied  with  IF  statements,  but  using  MID$ 
turned  out  to  be  faster  and  easier.  Since  the 

number  of  characters  displayed  by 
MID$  is  set  at  22  (VIC's  screen 
width),  the  ship  disappears  as 
if  it  just  sailed  out  of  view. 

LEFTS,  RIGHTS,  and  MID$ 
often  provide  for  faster  and  more 
clever  effects  in  game  programming. 
Type  in  and  SAVE  Program  1 
first.  This  program  will  print  instruc- 
tions and  redefine  the  necessary  game 
characters.  Reset  the  computer,  then 
type  in  and  SAVE  Program  2  immediately 
following  Program  1  on  the  same  tape. 
When  you  RUN  Program  1,  it 
will  automatically  LOAD  and 
RUN  Program  2. 

The  64  version  plays  the 
same  as  the  VIC  version  but 
requires  a  joystick. 


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Program  1:  u-boat- vie  version 
(Instructions  And  Loader) 


BEGINNING  PROGRAMMERS 
If  you're  new  to  computing,  please  read  "How 
To  Type  COMPUTEi's  Programs"  and  "A 
Beginner's  Guide  To  Typing  In  Programs/' 


5    PRINT    "(CLR](6    DOWN] [BLU} ERVS} 

{8    SPACES} U-BOAT {8    SPACES)" 
10    X=28 : POKE52 , X : POKE56 , X : POKES 1 , PEEK( 55 ) 
20    FORI=716aT07679:POKEI,PEEK( 1+25600) :NE 

XT 
30    READT;IFT=-1THEN50 

40    POKE7168+Q,T:Q=Q+l : POKE36879 , T : GOTO30 
50    P0KE36879, 28:PRINT"{ 3    D0WN3     INSTRUCTIO 

NS?     (Y/n)" 
55    FORT=1TO1000:GETA? : IFA$="N"THENT=1000 
60    IFA?= " Y" THENT=1 000 : NEXT : GOTO100 

65    NEXT:GOTO150 

100    PRINT" {CLR3 {down}    fire    TORPEDOES    FROM 
[3    SPACES) THE    SUB'S    FRONT [2    SPACES) TO 
[3    SPACES) SINK   SHIPS   AND    " 
105    PRINT"    DESTROY   MINES." 
110    PRINT" {DOWN)     BEWARE    OF    THE    DEPTH 

{3    SPACES 3  CHARGES    AND    MINES{5    SPACES) 
DESTRUCTIVE    AREA    " 
115    PRINT"    WHEN    THEY    EXPLODE." 
120    PRINT" {DOWN)     DESTROY    AS    MANY    SHIPS    AS 

YOU    CAN    UNTIL   YOU {2    SPACES) ARE    PERMA 
NENTLY{7    SPACES) RETIRED. " 
125    FORT=1TO5000:NEXT:PRINT" {3    D0WN]{RVS} 

PRESS    ANY    KEY    " 
130    GETA$ :IFA$=""THEN130 

140    REM    THE    NEXT    LINE(2    SPACESjWILL    NEW   T 
HE    PROGRAM.    DO    NOT    PUT    IT    IN   WHEN   TES 
TING {2    SPACES) PROGRAM. 
150    PRINT" {CLRJ " : POKE198, 5 :FORT=631T0635 : 

READX : POKET , X : NEXT 
1000    DATA182,193,213, 128,201,193,182,25  5, 

25  5,159,159,159,243,243,243,255,  ,  ,  ,  , 

255,101,63 
1002  DATA31, ,96, 112,2  52,25  5,148,25  5,  25  5,  , 

14,30,127,255,145,2  55,255, ,,,  ,255,16 

6,252,248 
1004  DATA, ,4, 4, 15, 10, 127, 63,, 192, 196,200, 

208,224,255,254 
1006  DATA, 3, 3 5, 19, 11, 7, 255,  12 7, ,  ,32,32,24 

0,80,254,252,254,254,252,252,  ,133,20 

8,224 
1008  DATA2  55,255,127,63,  ,80,3,31,255,255, 

254,254, ,10,192,248 
1010  DATA12  7,12  7,6  3,63, ,161,11,7,2  55,239, 

239,239,239,199,215,2  55,65,41,68,175 

,122,189 
1012  DATAl 10, 2 19, 17, 74, 148, 12 5, 2 18, 180, 22 

1,182,255,255,25  5,255,255,255,255,25 

5 
1014  DATA19 1,21 3, 187, 92, 17 1,23 7, 190, 2 19, 2 

47,174,181,125,23  5,189,173,222 
1016  DATA-1,78,69,87,13,131 

Program  2:  u-boat -vie  version 

(Main  Program) 

0    GOTO600 

50    PA=PEEK(37152)AND128:P=PEEK{37151) : IF- 

{ (PAND32)=0)ORLTHENGOSUB150 
70    IF-(PA=0)THENAY=AY+1 ;X=12 : IFAY>20THENA 
306    COMPUTEl    November  1983 


Y=AY-1 
7  2  IF-( (PAND16)=0)THENAY=AY-1 :X=10:IFAY<0 

THENAY=AY+1 
74  IF-( (PAND8)=0)THENAX=AX+22:IFAX>198THE 

NAX=AX-22 
76  IF-( (PAND4)=0)THENAX=AX-22:IFAX<-22THE 

NAX=AX+22 
80  A=AX+AY+7900:P=PEEK(A) :P0=PEEK(A+1 ) : PC 

KEAl ,17: POKEAl +1,17: POKEA, X : POKEA+1 , X+ 

1:A1=A 
82  IFP<2ORP0<2THEN400 
84  LM=LM+1:IFLM<RRTHEN92 
86  N1=N1+22:C0=PEEK(N1) : IFN1=A0RN1=A+1THE 

NPOKENl -2  2 ,17: GOTO400 
88  IFN1>AORCO<3THEN300 
90  POKENl-22, 17:P0KEN1, 1 
92  IFM>VTHEN:PRINT" {HOME] {BLK) {7  DOWN) "MI 

D$ ( A$ ( TT ) , H , 22 ) ; : H=H+M2 : IFH=H1THENM=0 : 

H=l 
94  M=M+1:IFM<VTHEN50 
96  IFM=VTHEN100 
98  GOTO50 
100  LM=0:N1=7856+AY:T=(RND(1)*6)+1 :ONTGQT 

0110,108,106,104 
102  TT={RND{1)*2)+1:H=2:H1=26!M2=1:RR=22- 

(LM+AY) : GOTO 9 4 
104  TT={RND(l)*2)+3;H=26:Hl=2:M2=-2:RR=-( 

LM-AY)/2:G0T094 
106  TT=(RND{1)*2)+3:H=28:H1=2:M2=-2:T=RND 
(1)*19:N1=7858+T:RR=3-(LM-T)/2:G0T094 
108  TT=4 : H=28 : Hl=2 : M2=-l : T=RND( 1 ) *  19 : Nl  =  7 

858+T:RR=3-(LM-T) sGOT094 
110  TT=2:H=2:Hl=26:M2=l:T=RNDCl)*20:Nl=78 

56+T:RR=22-(LM+T) :G0T094 
150  L=L+1:IFL<2THENC=A:IFX=12THENC=A+1 
152  C=C-22:CO=PEEK(C):IFCO<17THEN160 
154  IFC<7856THENPOKEC+22,17:L=0:RETURN 
156  P0KEC+22,17:P0KEC,14;RETURN 
160  ONCO+1GOTO162,162:GOTO180 
162  POKEZZ-2, (RND(1)*50)+155:FORT=-1TO1:F 
ORI=-1T01 : POKEZZ-1 , 10-T-I : C1=PEEK( C+I 
+T*22) 
164  IFC1=1THENRR=99:LM=0 

168  IFC1>9ANDC1<14THENM1=1 

169  L=0:POKEC+I+T*22, ( RND( 1 ) *2 )+18 :NEXTI , 
T:POKEZZ-2,0:IFM1=1THEN400 

170  FORT=-lTOl:F0RI=-lT01:P0KEC+I+T*22, 17 
: NEXT I, T: RETURN 

180  PRINT" {HOME) {pur] (7  DOWN] "MID? ( A? ( 0 ) , 
H, 22) :POKEC+22, 17:POKEC-22, 32:POKEZZ- 
2, {RND(1)*100)+140 

182  FORT=15TO0STEP- . 09 : POKEZZ-1 , T:NEXT: PR 
INT" {HOME) (7  DOWN) {22  SPACES}"; 

184  M=0;L=0: IFC0<7THENBS=BS+1 

186  IFCO>6THENMS=MS+l 

188  IFLM<RRTHENRR=99 

190  IFMS+BS=5THENPOKEZZ,248:V=20 

192  IFMS+BS=15THENPOKEZZ,232:V=10 

194  IFMS+BS=30THENPOKEZZ, 204 

196  IF(MS+BS)/5=INT((MS+BS)/5)THENFORT=lT 

08 : POKE7878+  C  RND( 1 ) *  197 ) , 0 : NEXT : J=l 
198  IFJ=1THENFORT=-1T02:FORI=-1T01:POKEA+ 

T+I*22,17:NEXTI,TiJ=0 
200  RETURN 
300  J=l 5 :RR=99:ML=0: POKEZZ-2, (RND(l )*30)+ 

128: FORT=- ITOl : F0RI=-1T01 : C1=PEEK ( N1+ 

I+T*22) 
302  POKEZZ-1 , J: J=J-1 . 6 : IFC1=14THENL=0 
304  IFC1>9ANDC1<14THENM1=1 
306  P0KEN1+I+T*22, ( RND( 1 )*2 )+18 : NEXTI, T : P 

OKEZZ-2 , 0 : IFM1=1THEN400 


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308  FORT=-lT01:FORI  =  -lT01 : P0KEN1  +  I+T*22  ,  1 
7:NEXTI,T:GOT092 

309  P0KEN1+I+T*22, ( RND{ 1 ) *2 )+18 :NEXTI , T :P 
OKE2Z-2 , 0 : IFM1=1THEN400 

400  POKEZZ-1, 15:P0KEA, 15;POKEA+l, 16 

402  FORT=lT016STEP.15:POKEZZ-2,255-T*5:PO 

KEZZ, T*ll :NEXT:POKEZZ-5,0 
404  FORT=15TO0STEP-.2:POKEA, ( RND( 1 ) *2 ) +18 

:P0KEA+1, (RND(1)*2)+18 
406  POKEZZ-1,  T:NEXT:P0KEZZ-2,  0  :POKE?;Z-10  , 

240 :POKEZZ, 221: PRINT" {CLR} {BLK] [DOWN} 
YOU  SANK"BS"CARRIERS" 
408  PRINT" {down) AND" MS "DESTROYERS" :F0RT=1 

TO2000:NEXT 
410  PRINT" (3  DOWNj  PLAY  AGAIN  ?":PRINT" 

fRVS}{DOWN}  UP=YES  D0W>3=N0" 
412  IF-( (PEEK(37151)AND4)=0)THENRUN 
414  IF-( (PEEK(37151)AND8)=0)THENPOKE37154 

,2S5:PRINT"{CLRi  SOLONG.":END 
416  GOT0412 
600  ZZ=36879:POKEZZ,24:POKEZZ-10,255:POKE 

ZZ-1,15:POKE37154,127:X=10:V=30:AX=19 

8:AY=10 
602  RR=30:H=2: PRINT" {CLR} [BLK}  {RVS} 

[5  SPACES] U-BOAT {2  SPACES} 26 

{7  SPACES) [OFF]" CHR$ (a) ; 
604  A$(1)="E21  SPACES) BDE[ 3  SPACES} " : A? ( 2 

)="[21  SPACES }FG{ 3  SPACES}" 
606  A$(3)="[25  SPACES} BCDE  ":A${4)=" 

[25  SPACES) HI  " 
608  A$(0)="[22  SPACES }OPOP  " 
610  F0RT=1T04: PRINT" [ YEL}QQQQQQQQQQQQQQQQ 

QQQQQQ"; t NEXT: PRINT" [3  DOWN} "? :FORT=l 

T012 
612  PRI NT " [ BLU } QQQQQQQQQQQQQQQQQQQQQQ " ; : N 

EXT 
614  FORT=8120TO8186 ; POKET, 17 : POKE30720+T, 

0:NEXT:FORT=1TO15:POKE7878+(RND(1)*19 

7),0 
618  NEXT :POKE8108, 17: POKES 109,1 7 SGOTO50 

Program  3:  U-boat  -  vie  Version 
(Replacement  Lines  For  Keyboard  Control) 

50  GETA$:IFA$="  "ORLTHENGOSUB150 

70  IFA$=" { RIGHT) "THENAY=AY+1 :X=12 : IFAY>20 

THENAY=AY-1 
72  IFA?="[LEFT}"THENAY=AY-1:X=10:IFAY<0TH 

ENAY=AY+1 
74  IFA?=" [DOWN) "THENAX=AX+22 : IFAX> 198THEN 

AX=AX-22 
76  IFA$="{UP} "THENAX=AX-22:IFAX<-22THENAX 

=AX+22 

Program  4:  u-boat  -  64  version 

100  POKE55 , 0 : POKE56 , 48 : CLR ; PRINT " [ CLR] "CH 

R?(8);GOTO880 
110  : 

120  FORI=0TO27:POKEI+54272,0:NEXT 
130VPOKES4296, 15 :POKE54272, 100:POKE54273, 

5:POKE5427  7,0:POKE54278,249 
140  POKE54279, 100:POKE54280, 2:POKE54284,0 

jPOKES4285,249 
150  POKE54291 , 0 : POKE54292 , 249 : M=V : GOTO340 
160  : 

170  MV=1:P=PEEK( 56320) : IFP=127THENMV=0 
180  IF(PAND16)=0ORLTHENGDSUB420 
190  IF ( PAND8 ) =0THENAY=AY+1 : X=l 2 : 1 FAY>  3 8TH 

ENAY=Ay-l 
200    IF(PAND4)=0THENAY=AY-1:X=10:IFAY<0THE 
308    COMPUTE!    November  1983 


210 
220 
230 

240 

250 
260 
270 

280 
290 
300 


310 
320 
330 

340 

350 

360 

370 

380 

390 

400 
410 
420 
430 
440 
450 
460 
470 
480 

490 
500 
510 

520 

530 
540 

550 
560 
570 

580 
590 
600 
610 
620 
630 
640 

650 

660 
670 
680 

690 


NAY=AY+1 

IF ( PAND2 ) =0THENAX=AX+40 : IFAX>  3  60THENA 

X=AX-40 

IF(PAND1 )=0THENAX=AX-40 : IFAX<-80THENA 

X=AX+40 

A=AX+AY+1424:P=PEEK(A) :P0=PEEK(A+1 ) :I 

?MVTHENPOKEAl , 17 : POKEAl+1 ,17 

POKEA, X : POKEA+1 , X+1 ; A1=A 

IFP  <  2ORP0  <  2THEN760 

LM=LM+1 : IFLM<RRTHEN300 

N1=N1+40;CO=PEEK(N1) : IFN1=A0RN1=A+1TH 

ENPOKENl-40 , 17 : GOTO760 

IFN1>AORCO<3THEN680 

POKENl -40 , 1 7 : POKENl , 1 

IFM>VTHENPRINT"[HdME} [BLK] [7  DOWN] "MI 

D? (A$(TT) ,H,40); :H=H+M2 : IFH=H1THENM=0 

:H=1 

M=M+1 : IFM=VTHEN340 

GOTO170 

LM=0:N1=1344+AY:T=RND{1)*6+1:ONTGOTO3 

90,380,370,360 

TT=RND ( 1 ) *  2+1 : H=2 : Hl=44 : M2=l : RR=40- ( L 

M+AY) :GOTO310 

TT=RND ( 1 ) *  2+3 : H=44 : Hl=2 : M2=-2 : RR=- ( LM 

-AY)/2:GOTO310 

TT=RND ( 1 ) *  2  +  3 : H=46 : Hl=2 : M2=-2 : T=RND ( 1 

)*37jNl=1344+T:RR=3-(LM-T)/2:GOTO310 

TT=4:H=46:Hl=2:M2=-l:T=RNDCl)*37:Nl=l 

344+T:RR=3-(LM-T) :GOTO310 

TT=2 : H=2 : HI =44 : M2  =  l : T=RND ( 1 ) *  38 : Nl  =  l 3 

44+T:RR=40-(LM+T) :GOTO310 

REM  TORP  MOVE 

L=L+1 : IFL<  2THENC=A : I FX=1 2THENC=A+1 

C=C-40 : CO=PEEK { C ) : I FCO  < 1 7THEN460 

POKEC+40, 17 :IFC<1344THENL=0: RETURN 

POKEC, 14: RETURN 

IFCO  O0ANDCOO 1THEN540 

POKE54276, 129:POKE54276, 128 

FORT=-lTOl:FORI=-lTOi:Cl=PEEK(C+I+T*4 

0) 

IFC1=1THENRR=99 : LM=0 

IFC1>9ANDC1<14THENM1=1 

L=0:POKEC+I+T*40, ( RND{ 1 ) *2 )+18 : NEXT:N 

EXT:IFM1=1THEN760 

F0RT=-1T01 ; FDRI=-1T01 : POKEC+I+T*40, 17 

: NEXT : NEXT : RETURN 

PRINT" [home} [PUR] {7  DOWN) "MID? (A? {0 ) , 
H,40) : POKEC+40, 17 :POKEC-40, 32 
POKE54276,129:POKE54276, 128 
FORT=1TO100  :  NEX'IL 
PRINT" [wHT) [home] [7  DOWN} [40  SPACES)" 

I 

M=0 :L=0 : IFCO<7THENBS=BS+l 

IFC0>6THENMS=MS+1 

I FLM  <  RRTHENRR=9  9 

IFMS+BS=5THENP0KE53281 , 7 :V=20 

IFMS+BS=15THENPOKE53281, 14:V=10 

IFMS+BS=30THENPOKE53281, 10 

IF{MS+BS)/5=INT( {MS+BS)/5 )THENF0RT=1T 

O8:POKE13B4+{RND{1)*359),0;NEXT:J=1 

IFJ=1THENFORT=-1T02:FORI=-1T01:POKEA+ 

T+I*40,17: NEXT : NEXT : J=0 

RETURN 

RR=99 :ML=0 ; POKE54283 , 129 :POKE54283 ,12 
8 

F0RT=:-1T01:F0RI=-1T01:C1=PEEK(N1  +  I+T* 
40) 


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B 


700  IFC1=14THENL=0 

710  IFC1>9ANDC1<14THENM1=1 

720  POKEN1+I+T*40, { RND ( 1 ) *2 )+18 : NEXT :NEXT 

sIFMl=lTHEN760 
730  FORT=-lTOl:FORl=-lTOl : POKEN1+I+T*40 , 1 

7 : NEXT : NEXT : G0T03  00 
740  : 

750  REM  SUB  DEATH 
760  POKEA, 15 : POKEA+1 , 16 : POKE54286 , 0 : POKES 

4290,129 
7  70  FORT=230TO255STEP . 15 : POKE54287 , 255-T : 

POKE53281,15ANDT:NEXT:POKE54290,128 
780  FORT=1TO50: POKEA, ( RND( I )*2 ) +18: POKEA+ 

1, (RND(1)*2)+18 
790  NEXT: POKES 3272 , 21 : POKE5  3280, 0 :POKES3  2 

81,5 
800  PRINT"{CLR) {BLK} {3  DOWN} "SPC (9 ) "YOU  S 

ANK " BS "CARRIER" ; CHR$ (-83*(BS<>1)) 
810  PRINT  SPC(10)"{2  DOWn]AND"MS"DESTROYE 

R" ; CHR? ( -83*  CMS<  > 1 ) ) 
820  PRINTSPC(6) "{5  D0WN}PRESS  TRIGGER  TO 

{space} PLAY  AGAIN": 1=0 
830  IF(PEEK(563  20)AND16)=0THENRUN890 
840  1=1+1 :IFI>1000THENPRINT"[CLR}"; : END 
850  GOTO830 
860  : 

870  REM  INIT 
880  GOSUB1060 

890  PRINT" {CLR) ":POKES3280,0:POKE53 281,1 
900  POKE53272,2B:POKE54296,15:ZZ=80000 
910  X=10:V=30:AX=360:AY=20:RR=30:H=2 
920  PRIKTSPC(13)" (BLK} {RVS} [2  SPACES}U-BO 

AT [2  SPACES} 26 {2  SPACES}" 
930  A$(l)="{39  SPACES }BDE{ 3  SPACES}" 
940  A? (2)=" {39  SPACES }FG{ 3  SPACES}" 
950  A5(3)="{43  SPACES}BCDE  " 


^^t>$^-^< 


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NAME 


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I 
I 
I 
I 

I    I  own  the 


UNLIMITED  SOFTWARE,  INC. 

DISK-OF-THE-MONTH  CLUB 

P.O.  BOX  3223    LODI,  N.J.  07644 


STOEHAEiDRESS 


CITY 


5IATE 


ZIP 


with    cassette  Q 


I    with 


I 

computer   | 

diskD   i 


960 
970 
980 

990 
1000 

1010 

1020 
1030 
1040 
1050 

1060 


A?  (4)  =  " {43  SPACES} HI  " 

A?(0)="{40  SPACES ioPOP  " 

F0RT=1T04 : PRINT " { YEL } QQQQQQQQQQQQQQQQ 

QQQQQQQQQQQQQQQQQQQQQQQQ" ; :NEXT 

PRINT" {DOWN}" 
F0RT=1T01 2 : PRINT " { BLU } QQQQQQQQQQQQQQ 
QQQQQQQQQQQQQQQQQQQQQQQQQQ" ; : NEXT 
FORT=1824TO2023:POKET,17:POKE542  7  2+T 
, 0 : NEXT 
FORT=lT01 5 : POKEl 384+RND ( 1 ) *359 , 0 : NEXT 

POKE1794,17:POKE1795,17:GOTO120 


REM  CHARS ET 

POKE53280 , 0 : POKE532ai , 4 : PRINT" { CLR} 

{6  D0WN}{BLU}"SPC(13)"{RVS} 

{2  spaces} U-BOAT  26 {2  SPACES}" 

1070  PRINTSPC(10)"E3  down} ONE  MOMENT  PL 
EASE" 

1080  FORI=0TO5a:READA:POKE49152+I,A:NEXT: 
SYS49152 

READT:1FT=-ITHE?N1130 
POKE12288+Q,T:Q=Q+1:GOTO1090 


1090 
1100 
1110 
1120 
1130 

1140 

1150 

1160 

1170 

1180 

1190 

1200 
1210 
1220 
1230 


REM  INSTRUCTIONS 

PRINT"{CLR]{3  down}  fire  TORPEDOES  F 

ROM  THE  SUB'S  FRONT" 

PRINT" {3  SPACES}T0  SINK  SHIPS  AND  DE 

STROY  MINES . " 

PRINT" {3  DOWN}  BEWARE  OF  THE  DESTRUC 

TIVE  AREA  WHEN" 

PRINT" {4  SPACES} MINES  AND  DEPTH  CHAR 

GES  EXPLODE . " 

PRINT" {3  DOWN} {3  SPACES } DESTROY  AS  M 

ANY  SHIPS  AS  YOU  CAN" 

PRINT"  BEFORE  YOU  ARE  PERMANENTLY  RE 

TIRED. " 

PRINTSPCC12) " (4  DOWN}{rVS}  PRESS 

{2  SPACES} TRIGGER  ":POKE198,0 

IFPEEK( 56320 )AND16THEN1200 

RETURN 


DATA  173,14,220,41,254,141,14,220,16 

5,1,41,251,133,1,169 
1240  DATA  48,133,252,169,208,133,254,169, 

0,133,251,133,253 
1250  DATA  162,8,177,253,145,251,200,208,2 

49,230,254,230,252 
1260  DATA  202,208,242,165,1,9,4,133,1,173 

,14,220,9,1,141,14,220,96 
1270  : 

1280  DATA  182,193,213,128,201,193,182,255 
1290  DATA  255,159,159,159,243,243,243,255 
1300  DATA  0,0,0,0,255,101,63,31 
1310  DATA  0,96,112,252,255,148,255,255 
1320  DATA  0,14,30,127,255,145,255,255 
1330  DATA  0,0,0,0,255,166,252,248 
1340  DATA  0,0,4,4,15,10,127,63 
1350  DATA  0,192,196,200,208,224,255,254 
1360  DATA  0,3,35,19,11,7,255,127 
1370  DATA  0,0,32,32,240,80,254,252 
1380  DATA  254,254,252,252,0,133,208,224 
1390  DATA  255,255,127,63,0,80,3,31 
1400  DATA  255,255,254,254,0,10,192,248 
1410  DATA  127,127,63,63,0,161,11,7 
1420  DATA  255,239,239,239,239,199,215,255 
1430  DATA  65,41,68,175,122,189,110,219 
1440  DATA  17,74,148,125,218,180,221,182 
1450  DATA  255,255,255,255,255,255,255,255 
1460  DATA  191,213,187,92,171,237,190,219 
1470  DATA  247,174,181,125,235,189,173,222 
1480  DATA-1  © 


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•  Continuous  ±  5  nanosecond  response 
protection 

•  Handles  common  and  differential  mode 
surges 

•  Prevents  soltware  "glitches"  and  memory 
loss 

•  Reduces  solid  state  equipment  damage 

•  EMI  and  RFI  noise  suppression  filters 

•  For  use  only  with  1 1 0  volt,  1 5  amp,  60  hz 
circuits 

•  Limited  5-year  replacement  warranty 


Holulj  Enterprises,  Inc.,  Dept.-A 
P.O.  Box  9471 
Greensboro,  NC  27429 

r:  Enclosed  is  check  or  money  order  for 

Solid  State  Protectors  @  9.50  each 

plus  .50  each  for  postage  and  handling.  (N.C. 
residents  add  4%  sales  tax.) 

NAME 

ADDRESS 

CITY 


.STATE. 


-ZIP. 


ORDER  SEVERAL  —  PROTECT 

STEREOS,  TVS  AND  OTHER  SOLID 

STATE  APPLIANCES!! 


t*^^  in  »***L^ 

^^ 

9"  K-12  MicroMedia's 

four  new  catalogs  make  it  easier 
than  ever  for  you  Lo  find  the  kind  of 
programs  and  books  you've  been  look- 
ing for  —  and  look  at  t;hem  on  a  no-risk, 
30-day  approval  basis.  Check  them 
out  today! 

1.  I     K-12  MicroMedia  COMPUTER 

LITERACY  caulog 

2.  K12  MicroMedia  BASIC  SKILLS 
catalog 

3.  D  K.12  MicroMedia  GENERAL  catalog 

4.  r  K-12  MicroMedia  LEARNING  GAME 

&  SIMULATIONS  catalog 


Name 

School    

School  Address 
Ciiy 


.Suite-. 


-Zip- 


K-12  MicroMedia 


172  Broadwav,  Woodcliff  Lk.,  N.J.  07675 
(201)  391-7555 


THE  FIRST  LOW  COST  6502  COMPUTER  WITH  48K  RAM  THAT'S  COMPLETELY  COMPATIBLE  WITH  APPLE  It® 


Introducing  the  RAM-TECH'Rr2  computer  which  offers  you  greater  flexibility  than  the  Apple  II  +  *  at  a  price  that's  easier 
an  your  finances.  The  RT  2  will  run  all  software  and  use  all  peripheral  hardware  designed  for  the  Apple  11  +  .^  It's  100%  Apple" 
compatible  yet  It  offers  you  features  not  available  on  the  Apple  11  +  .' 

COMPARE  THESE  FEATURES: 

—  supports  upper  &  lower  case  characters  from  the  keyboard 

—  high  quality  ABS  case  will  not  Cfack  and  is  light  weight  /?> 

~  RF  modulator  included  in  addition  to  composite  video  output  ^CCffr 

—  high  quality  light-touch  keyboard  with  upper/lower  case  key  %(((& 

—  15  key  numeric  key  pad  for  fast  data  entry  (optional)  ^{(C 

—  tiigh  power  switching  power  supply  (8.5  amps  total)  will  power  two  "f  ^^ 
disk  drives  and  several  peripherals  easily,  tias  internal  circuit  breaker 

—  eight  expansion  slots  lo  increase  flexibility  with  peripheral  cards 

—  48K  RAM  expandable  to  64K  (192K  RAM  upgrade  card  available  soon) 

—  socketed  IC's  for  quick  and  easy  service 

—  thousands  of  programs  (business  &  home)  available 

—  operates  identically  to  the  Apple  II  +*  with  exception  of  extra  features  on  RJ  2 

—  full  90  days  parts  and  labor  warranty  with  fast  service  turn-around 

THE  RAM-TECH-  ftT  2  IS  EVERYTHING  YOU  ALWAYS  WANTED  FROM  AN  APPLET  (AND  MORE),  BUT  THOUGHT  YOU  COULDN'T  AFFORD.  AND  THAT'S  GOOD  NEWS! 
BUT  THE  BEST  NEWS  IS  THE  PRICE:  WITH  OPTIONAL  NUMERIC  KEYPAD: 

$525.00  +  $18.00  shipping  &  tiandling  $575.00  +  S18.00  shipping  &  handling 

COMPARED  TO  APPLE  IP  WHICH  RETAILS  AT  MORE  THAN  DOUBLE  THIS  PRICE  AND  OFFERS  YOU  LESS,  YOU  CAN  SEE  WHY 
THE  RAM-TECH*  RT  2  SHOULD  BE  YOUR  CHOICE.  MAKE  NO  SYNTAX  ABOUT  IT,  THE  RT  2  IS  FOR  YOU! 

PERSONAL  I.D.  OPTION  —  We  will  burn  your  name  into  ROM.  Wtien  you  power  up  your  Ram-Tech  your  name  will  be  displayed 
on  the  screen.  AN  EXTRA  MEASURE  OF  SECURITY  AGAINST  THEFT. 

Indicate  on  your  order  what  name  you  wish  to  use  (maximum  8  letters  including  spaces)  —  ADD:  $25.00  for  I.D.  option. 

ALSO  AVAILABLE:  (sub-assemblles  for  do-it  yourselfers)  —  90  days  warranty 

1  -  ABS  case,  high  quality,  Apple*  look-a-like  and  color  malctied,  will  replace  Apple*  case $  68.50 

2  -  same  as  #1  above  but  with  numeric  keypad  cutout $  84.00 

3  -  keyboard  with  upper/lower  case  key,  direct  replacement  for  Apple^  or  Ram-Tecti*     $110.00 

4  -  same  as  #3  above  but  with  numeric  keypad,  use  in  combination  witti  #2,  also  fits  Apple® .$139.50 

5  -  RF  modulator  with  TV  switch  and  cable,  also  fits  Apple-' $  19.50 

6  -  switching  power  supply,  8.5  amps,  internal  circuit  breaker,  high  power,  also  fits  Apple® $112.00 

7  -  motherboard,  completely  assembled  &  tested,  fully  operational  with  burned  ROMS $295.00 

8  -  bare  motherboard  w/  parts  discription  screened  on  board  and  instructions,  highest  quality  G10  epoxy $  48.00 

SHIPPING  &  HANDLING  FOR  ABOVE:  cases  #1  &  2  add  tO'Vii;  all  others  add  5% 

PERIPHERALS,  CARDS  &  ACCESSORIES  FOR  YOUR  RAM-TECH*  OR  APPLE® 


all  items  #1  to  19  guaranteed  for  one  year  (disk  drives  for  six  months) 


16K  RAM  card $  58.00  11 

80  column  card $  94.50  12 

clock  card $135.00  13 

-  communications  card $  89.00  14 

disk  controller  card $  58.00  15 

EPROM  writer  card $124.50  16 

-  FORTH  card $  98.50  1 7 

8  -  IEEE-488  card  w/cable $186.00  18 

9  -  parallel  printer  card  w/cable $112.00  19 

10  -  parallel  printer  buffer  and  grappler  card  with  cable 


-  interger  card $  97.50 

-  PAL  card $114.00 

-  language  card $  72.50 

-  RS-232  serial  card S  84.00 

-  Z-80  CP/M  card $  92.00 

-  VERSA  card $345.00 

-  analog/digital  card $1 1 6.50 

-  system  cooling  fan $  63.00 

-  joy  stick  w/button $  24.50 

.■ $245.00 


DISK  DRIVES:  Guaranteed  high  quality  for  use  with  all  Apple-  compatible  (or  Ram-Tech*)  controllers  -  DOS  3.3  &  3.2 
USES    SPECIAL    LOW    ROWER   CONSUMPTION    CIRCUITRY 


TEAC   55A $325.00 

SHUGART $285.00  

SHIPPING  &  HANDLING:  add  $3.50  per  Item  #1 


19 


.......  .$370.00  with   controller 

$330.00  with  controller 

disk  drives  add  $10.00 


TO  ORDER 


DEALER  INQUIRIES  REQUESTED 


—  ALL  PRICES  IN  U.S.  CURRENCY 

—  VISA  OR  MASTER  CARD:  SEND  NUMBER,  EXPIRY  DATE, 
BANK  NAME  &  CARD  HOLDER'S  NAME,  INCLUDE  PHONE 
NUMBER. 

—  CHECKS  a  MONEY  ORDERS  O.K.  -  CHECKS  NEED  THREE 
WEEKS  TO  CLEAR.  (NO  C.O.D.'S  TO  U.S.  DUE  TO  POSTAL 
REGULATIONS) 

—  CANADIAN  ORDERS  ADD  25%  FOR  CDN  FUNDS  EXCHANGE. 

—  U.S.  CUSTOMERS  WILL  HAVE  TO  PAY  U.S.  CUSTOMS 
4.7%  DUTY.  DUTIES  COLLECTED  BY  POST  OFFICE. 

WE  ASSUME  NO  LIABILITY  FOR  CUSTOMS  CLEARANCE. 

^Apple  is  a  :rademark  o1  Apple  Computer  Inc. 


DEPT.  CP 

P.O.  BOX  205,  STATION  CART. 

MONTREAL,  QUEBEC,  CANADA   H4K  2J5 

(514)335-1717 

•Ram-TMh  Is  a  trademark  of  99506  CANADA  INC. 


NEWS 


UCIS 


Singing  Speecli 
Synthesizer 

The  Alien  Group  has  made  its 
Voicebox  Speech  Synthesizer 
available  for  the  VIC  and  Com- 
modore 64. 

The  Voicebox  plugs  directly 
into  the  user  port,  includes  its 
own  speaker,  volume  and  pitch 
controls,  and  has  an  unlimited 
vocabulary  potential. 

Programs  supplied  with  the 
Voicebox  include:  a  machine 
language  text-to-speech  program 
that  can  be  merged  with  BASIC 
programs;  a  text-to-speech  pro- 
gram that  incorporates  the 
"Alien"  face,  whose  mouth 
moves  in  sync  with  what  is  being 
said;  a  program  demonstrating 
the  Voicebox' s  ability  to  sing; 
and  a  spelling  quiz  program 
using  the  talking  face  as  the 
quizmaster. 

The  Voicebox  is  available  for 
the  VIC  and  64  for  $95.  For  an 


The  Voicebox  Speech  Synthesizer  plugs 
directly  into  the  VlC-20  or  Commodore 
64  user  port. 


additional  $25,  Commodore  64 
users  can  add  a  comprehensive 
music  and  singing  system.  The 
capabilities  of  the  64's  SID  chip 
are  incorporated  into  this  pro- 
gram, which  also  allows  the  user 
to  enter  melodies  through  the 
keyboard. 

The  Alien  Group 
17  ^Nest  23rd  St. 
Neiv  York,  NY  WOIO 


Four  Programs 
For  Atari 

Advanced  Computing  Enter- 
prises has  added  four  programs 
to  its  Atari  product  list.  They 
include  an  article  indexer,  a 
portfolio  management  system,  a 
spelling  game,  and  a  math 
game. 

MAX  is  the  magazine  article 
index  program.  It  allows  the 
user  to  code  articles  with  key- 
words, and  it  performs  sorts  and 
searches  in  seconds.  MAX  is 
available  on  disk  for  $29.95. 

Ace  Monei/  Machine  makes 
use  of  a  dollar  cost  averaging 
formula  to  help  you  manage 
your  investment  portfolio.  The 
program  maintains  a  complete 
history  of  the  progress  of  your 
investments,  and  can  provide  a 
detailed  graph  upon  request. 
The  program  sells  for  $19.95. 

Word  Wizard  is  a  spelling 
tutorial  game  that  allows  the 


The  Modem  that  Delivers  3  Ways 


Low  $189  Price.  TNWs  Operator-103  provides  full  auto-dial 
nd  auto-answer  capabilities  for  only  $189.  This  Is  an  attractively  pack- 
aged Bell-103  compatible  110  to  300  bit  per  second  modem,  delivered 
complete  witfi  documentation  and  full  one-year  warranty. 

2.  Ease  of  Use.  operator's  commands  are  easy  to  remember,  like 

"Dial;'  "Answer"  and  Hangup!'  And  tfiey're  easy  to  enter  —  you  type 
only  tfie  first  letter  of  the  command,  and  Operator  ecfioes  the  full  com- 
mand word.  Type"?"  and  Operator  lists  your  command  options. 

3.  High  LSI  Performance/Reliability,  operator  103  is  buiit 

around  the  Tl  99532  modem  IC,  which  means  fewer  errors  on  marginal 
telephone  lines  and  reduced  chance  of  modem  failure. 


THW 


3444  Hancock  Street 
San  Diego,  CA  92110 


Phone (61 9) 296-21 1 5 
Telex  II  910-33S-1194 


entry  of  word  lists  of  up  to  50 
words.  The  program  adjusts 
skill  levels  in  relation  to  each 
student's  progress.  Word  Wizard 
sells  for  $29.95. 

Math  Master  is  similar  to 
Word  Wizard  in  that  it  allows  a 
parent  or  teacher  to  determine 
the  problems  to  be  solved  and 
adjusts  speed  according  to  each 
student's  success.  The  program 
is  available  for  $29.95. 

Advanced  Computing  Enterprises 
5516  RosehiU  Road 
Shaumee  Mission,  KS  66216 


TI-99/4A  Peripherals 
And  Software 

Texas  Instruments  has  changed 
its  marketing  strategy  for  TI-99/ 
4A  Home  Computer  peripherals. 
Prices  for  peripheral  equipment 
and  some  software  have  been 
cut,  and  TI  has  begun  selling  its 
disk-storage  related  peripherals 
as  a  package. 


The  Disk  Drive  Memory 
System,  which  now  has  a  sug- 
gested retail  price  of  $550,  con- 
sists of  the  peripheral  expan- 
sion box,  the  disk  controller  card, 
one  disk  drive,  and  a  32K  mem- 
ory expansion  card.  Under  TI's 
old  pricing  system,  the  sug- 
gested retail  price  for  the  above 
combination  of  equipment  was 
$1,200. 

Other  reductions  include: 
the  P-Code  Card,  cut  from  $250 
to  $100;  the  RS-232  card,  reduced 
from  $175  to  $100;  the  telephone 
coupler,  from  $200  to  $100;  the 
Impact  Printer,  from  $750  to 
$500;  and  TI  Logo  II,  from  $129.95 
to  $99.95. 

In  other  news  from  TI,  the 
company  has  signed  manufac- 
turing and  marketing  agree- 
ments for  software  from  Brcider- 
bund  Software,  Spinnaker  Soft- 
ware, and  Sega  Enterprises. 
Under  the  agreements,  the  soft- 
ware makers  will  supply  pro- 
grams to  TI,  and  TI  will  translate 
them  to  ROM  cartridge  and  mar- 


COMPUTER  DISCOUNT 

TOLL  FREE  1-800-621-6131  FOR  ORDERS 

4251  W.  Sahara  Ave.,  Suite  E  Las  Vegas,  Nevada  891 26 
MONDAY  THROUGH  SATURDAY  •  9  AM  TO  6  PM 


ATARI 

1200U lelute  itil 

800X1  Coll 

600X1  Coll 

10S0  DkIi  Drivt 359 

m  baiiti ?? 

>30  U«iJim IW 

850  Inlerfott 1« 

1025  Printii   «9 

1027  PruitBf  D/W 349 

ATARI  SOFTWARE 

Assamblti  Editor S4I 

Syn  As»mMsr     39 

Mono  /ktumblar  t  Text (9 

Word  Pressor lOJ 

ConvttioHonol  Lonjuogas  ....    4! 

Pot-Mo«    30 

Canlipode 30 

Bcaokout   U 

Spoit  Invoden    ?i 

Computii  Chess ti 

Asttroids 7i 

Tht  tooiliatpar    103 

HARDWARE 

C  Itoh  Pmrrilot I3?9 

Ntc.  8023* 139 

Bonono  rrinlei 199 


limit  to  Prnjiommioj  1 20 

Imit.  to  Pregrommin)  2&3   ...  22 

Homt  Fila  Monaggi 36 

ttori  Spied  laoding   54 

Juggles  House  |D,C.)   12 

Juggles  lainlw    Tt 

Qii    30 

Mori  Wiitai    72 

Visitolc 160 

Doto  ferfoct 75 

Letter  Pirfact 105 

Home  Accnjnlonl  48 

Elaphonl  Oisi  i/i 20 

Donkey  Ko<ig  |naw) 35 

Dig  Dug    30 

Miner  2049 34 

toslle  Wolfenstein    22 

Oiopllfter  (rt)    30 

Strpentioe  (cl) 30 

Ippit  Ponit  (d)   . . ; 39 

Ircode  Machine  |d) 3? 

Wizord  t  the  ffiniess  (d)  .  .'  25 

Ulyssasi  Golden  fleete  Id]  ...  29 

COMMODORE  64 

Umm  64    J229 

1541  D.D 149 

1525  Prjeler   249 


1701  Monitti 259 

Vi(  20 90 

Dotosette 59 

1600  M«dem 85 

HE5  Men   29 

Popec  Cli|i  «/p    115 

Cole  lesult   140 

Syiris  (utility) M 

Eenoissonce    3D 

FragjK   33 

Jowbreoker 24 

Ft.  Jhpixolypse 30 

Phorooh's  Curse 30 

Type  *no(k    30 

it  Nuclior  Somber    12 

Midway  Compoign    12 

lelengord IS 

David's  MiiJnif  ht  Mogit    ...  29 

Chopliher 30 

Sefpentine        2S 

Helm  Ball    2S 

Turtle  Grophiis  II  ....    .  45 

Hes  Writer 35 

Gridrennei 2! 

Temple  of  Apthoi 33 

Jump  Mon    33 

Zork  1,2,3     33 


New  Educational  Programs 

Purchases  can  be  made  by  check,  money  order,  C.O.D. 

Carte  Blanche  and  Diners  Club.  1-702-367-221 5 


ket  them. 

As  a  result  of  the  agree- 
ments, TI's  software  library  soon 
will  include  Bniderbund's  Chop- 
lifter,  a  daredevil  rescue  game, 
and  David's  Midnight  Magic,  a 
high-resolution  pinball  game 
simulation. 

Spinnaker's  first  offerings  to 
TI  are  Faccmaker,  an  educational 
game  for  4-  to  12-year-olds,  and 
Story  Machine,  a  program  that 
teaches  children  to  write  sen- 
tences, paragraphs,  and  simple 
stories,  and  then  brings  the 
stories  to  life  through  color 
graphics  and  sound. 

Sega,  a  recognized  leader  in 
coin-operated  amusement  games, 
will  provide  TI  with  Congo  Bongo, 
a  cartoon-like  adventure  that 
takes  players  over  and  through 
jungle  obstacles;  Star  Trek,  in 
which  the  player  controls  the 
starship  Enterprise  against  the 
Klingons;  and  Buck  Rogers:  Planet 
of  Zoom,  a  space  adventure  filled 
with  challenging  tunnels  and 
channels  to  negotiate  and  bizarre 
aliens  to  outsmart. 

Most  of  the  above  software 
is  expected  to  sell  for  $39.95  in 
cartridge  format. 

Texas  bistruineuts.  Inc. 
I\0.  Box  53 
Lubbock,  TX  79408 
(800)858-4565 


VIC  &  64 

BE  A  COPY   C  A.D. 

(CASSETTE  ArDED  DUPLICATOR)  NOW  YOU  CAN 

r^lAKE  BACKUP  COPIES  OF  ALL  THE  COSTLY 

WON-SAVEABLE  CASSETTE  PROGFWrvIS  YOU 

BOUGHT 

OUR  BACKUP  VI  .O  UTILITY  PROGRAtvl  WILL 
LET  YOU  IvtAKE  DUPLICATES  THAT  RUN. 

BACKUP  V1  O  WILL  WORK  WITH  A  STANDARD 
5K  UNEXPANDED  VIC   MEMORY  EXPANSION  IS 
REQUIRED  TO  COPY  PROGRAMS  LOr^ER  THAN 
3K  BYTES. 

$24.95 

PLUS  Sa  00  SHIPPING  &  HANDLING 

SOFTWARE  PLUS 

6201  SUITE  C 

GREEI4BACK  LANE 

CITRUS  HEIGHTS,  CA  9561 0 

VISA.  MASTERCARD.  AND  MONEY  ORDERS 

CA.  RESIDENTS  ADD  6".  SALES  TAX 

VIC  IS  A  TRADEMARK  OF  COMMODORE 

916-726-8793 


Will  This  Happen 


to  You?  I 


NOT  IF  YOU  BUY  YOUR  PRINTER 
FROM...  _^...,-^^^S% 


After  reading  this  issue  of  Compute,  you  are  now  fully  aware  of  the 
many  outstanding  printers  on  the  market  today.  But  what  you  might 
not  be  aware  of  is  that  the  printer  you  like  best,  might  not  be 
compatible  with  your  computer  and  software.  (The  picture  above  is 
good  example  of  printer  incompatibility).  At  the  Printer  Store.we 
specialize  in  printers,  so  our  experienced  professionai  staff  can  help 
you  choose  the  right  printer  for  your  personal  and  business  needs.  If 
you  want  the  Best  Value,  Low  Price,  Product  AvailabllHy,  and 
Support,  call  The  Printer  Store  and  ask  us  about: 


•  FREE  TECHNICAL  CONSULTATION 

•  FULL  AFTER  SALE  SUPPORT 

•  FULL  FACTORY  AUTHORIZED  SERVICE 


C.  ITOH  851 
Prowriter 

I  •  1,20  CPS  -  1.3K  Buffer  -  144x60  dots  1  inch 
Nx9  dot  matrix  -  Proportional  Spacing  -  8  Character 
sizes  -  5  unique  alphabets  -  Greek  character  set  - 
Graphic  symbols  -  bi-directional,  logic-seeking  - 
Adjustable  tractors  -  Single-sheet  friction  feed  - 
Vertical  &  horizontal  tabbing. 
C.  ITOH  8510  Prowriter List  S795    $395 


DOT  MATRIX  printers 

EPSON  SERIES 

FX80 $  CALL 

FX  100 S  CALL 

OKIDATA  SERIES 

82A 

83A 

92A 

93A 


CALL 
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CALL 
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84  (parallel) S  CALL 

C.  iTQM  SERIES 

8510  Prowriter $  395 

Prowriter  II S  CALL 

New!  Banana S  239 

IDS  SERIES 

Microprism  460 S  CALL 

Prism  80 S  CALL 

Prism  132 S  CALL 

GEMINI  SERIES 

Gemini  10X S  CALL 

Gemini  15 S  CALL 

NEC  aOZ3 i  419 

Toshlbi  P  1350 S  1750 


LETTER  QUALITY  printers 

BROTHER  SERIES 

HR-1  (parallel) S  CALL 

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HR-15 i  CALL 


COMREX  SERIES 

CR-1  (parallel)., 

CR-1  (serial) 

CR-2 


S  795 

S  865 

S  CALL 

C.IT0(4  SERIES 

F-10  40CPS J  CALL 

F10  55  CPS $  CALL 


BROTHER 
HR-1 


16  CPS  -  Bi-direciionai  -  Super  and  Subscript 
IBM  Selectric  type  ribbon  -  Prints  up  to  6  copies 
Ideal  for  word  processing 

Parallel List  1100    $  Call 

Serial  List  1200    $  Call 


INTERFACE  EQUIPMENT 


Diitywritir 

NEC  SERIES 

3510 

3530 

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48K S  CALL 


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S  Z425 


Apple  Dumpling S145 

Grappler  Plus  ....$  CALL 
Complete  stock  of 

Epson  Accessories  S  CALL 
Custom  Printer  Cables  for 

Apple,  Atan,  IBM 

TRS-SO  $  CALL 


Printer  Stands;  large  .  .  S95 
Printers  Stands:  small .  SZS 
Printer  Ribbons  ...$  CALL 
Printer  Sound  Enclosure!  CALL 
Vic  20/Comm. 
64  Interface  ...S  CALL 


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7730 J2400 

NEC  Accessorlss S  CALL 


In  order  to  senia  you  better.  The  Prlntir  Store  will 
be  moving  to  larger  facilities.  The  move  should  be 
completed  by  Aug  25. 


We  carry  a  full  line  of  Cables  and  Accessories 
Call  (714)  241-0701  and  ask  us  about. . . 


1)  LOW  PRICES 

2)  SAME  DAY  SHIPPING 

3)  FREE  TECHNICAL  SUPPORT 

4)  FULL  SERVICE  OPTION 


THE 


PHONE  REBATE 


Printer 


We  are  so  confiderit  of  our  LOW  PRICES  and  SUPPORT  that  we 
are  going  to  sk  you  to  mai<e  the  initial  investment  by  calling 
us.  In  return,  when  you  buy  yourprinlerfrom  us.  we  will  rebate 
the  cost  of  your  call  and  deduct  it  from  your  invoice. 

STORE  -  2720  S.  Harbor  Blvd.,  Suite  E,  Santa  Ana,  CA  92704        cThep™.BrsiarB  ibb3 


HOW  TO  QflDCR:  Our  phone  lines  are  Open  from  S  am.  to  6  p.m.  PST.  Monday- 
Friday,  We  accepi  VISA.  MASTERCHARGE  (at  no  e>tra  Charge),  psfsonal 
checks  take  Iwo  weeks  to  clear.  COS's  accepted.  Same-dav  shipmenl  on 
order;  placed  before  1p.m.  Manufacturer's  warranty  applicalile  on  all  equip- 
ment. Prices  subiect  to  ctiange. 


The  Rrst  and  Only  Syrtem  to  Backup 

Diskatttw  Protectttd  by  Bad  Sectoring 

without  nfTodifkatkin  to  your  drive. 


ATARI  DISK  BACKUP  SYSTEM  $49." 

Suparctona  is  tne  onfy  ATARI  diskene  copier  system  that 
lets  you  backup  just  Bt>out  AN  V  'capv  protected'  t^isketla .  -  . 
including  those  protected  by 'bad  sectonng.'  Bed  tracks  and 
sectors  a'o  created  withoul  motiifications  ta  pr  adjustments 
of  vour  hardware.  Each  backup  biskene  generatet]  by  Super- 
cipne  functions  exuctiy  like  the  origins/  .  Sfllf-bopTing,  etc. 
(In  fact,  we  suggest  that  you  use  the  backup  and  save  The 
Driginal.l 
Supercione  includes: 

SCAN  ANAL'KSIS  -  Mapof  diskette  contents  I  Location  of 

data,  bad  seciprs.  etc.) 

FQRMATTING/BAO    SECTOflING    ■    Non-ATABI    DOS 

formatting  and  bad  track /sector  creation. 

SACKUP  -  Copies  jusl  about  evervthing  wa  can  find 

regardless  of  protection  scheme 
SupercJone  is  usar-fhendiv  and  &rtit>4a  to  use 
PIRATES  TAKE  NOTE:  SUPEHCLONE  only  allows  two 
copies  to  be  made  of  any  specific  diskette.  .  .Sorn^MI 

SYSTEM  REQUIREMENTS 

Atan  4(0  or  SCM  Computer  /  48K  Memory 
One  Atari  810  Dsk  Drive  /  Printer  Optional 
Available  at  your  computer  store  or  direct  from 
FROf^TflUNNER.  Include  52.00  !$6.CI0  Foreign  Qrdorel  for 
each  system,  DEALER  INQUIftES  ENCOUHAGED- 


TOLL  FREE  ORDER  LINE: 
124  Hr^.f  1-MXM4t-47«0 
In  Nevada  or  tor  questions 
Call:  17021  786-4600 
Personal  checks  allow  2-3 
weeks  to  dear.  M/C  and 
VISA  accepted.  Include 
shipping. 

316  California  Avenue.  Suite  '712 

Reno.  Nevada  89609  -  (7021  786-4600 

Others  make  cteims.  .  .SUPERCLONE  makez  coptezm 

ATARI  is  a  Trademark  of  ATARI,  Inc. 


For  Your  TI-99/4A 
FLIGHT  SIMULATOR 

The  Dow-4  Ga!elle  is  a  realistic  IFR 
simulation  of  s  typical  4-place  prii'ate 
plane.  It  is  not  a  game.  A  manual  with  30 
paRcs  of  tfXt  plus  7  fisures  helps  thL-  novice 
learn  to  fly.  Experienced  pilots  will  enjoy 
flyinf!  the  ILS  approach.  Response  time 
under  1  sec  average.  Display  shows  full 
panel  ( 10  dials  St  1 1  lights)  and  indicates 
position  of  runway  for  landing.  Realistic 
sound  effects.  See  reviews  in  Jan  83  99'er 
and  Jun  83  AOPA  Pilot.  Only  requires 
joystick.  530. 


EDITOR/ ASSEMBLER 

The  Dow  E  ■' A  turns  your  computer  into  an 
assembly  language  machine.  Requires  Mini 
Memory  Module.  Load  once  and  use  all 
day,  saving  and  restoring  source  assembly 
language  programs  on  cassette  (1  sec.  per 
statement),  just  as  you  Jo  with  Basic. 
Supports  all  of  the  Tl's  instructions,  6 
directives,  and  various  interactive  com- 
mands. Assembles  into  memory  in  3  sec. 
per  statement.  Manual  includes  sample 
program  with  detailed  explanations.  In- 
crease your  programming  enjoyment  over 
the  Lme-by-line  Assembler,  and  if  you 
upgrade  toTI's  Editor/Assembler,  you  can 
convert  your  programs  without  rekeying 
them-  $25 


Send  SASE  for  additional  information.  To 

order,  send  check  or  MO   U-S.  funds: 

JOHN  T.  DOW 

6360  Caton 

Pittsburgh,  PA  15Z17 

First  class  postage  to  U.S.   and  Canada 

included-others  add  U.S.  $2  (PA  residents 

add  6%  state  sales  tax). 


Baseball  For  Atari, 
Commodore  64 

Star  League  Baseball,  an  action 
and  strategy  game  from  Game- 
star,  is  available  for  Atari  and 
Commodore  64. 

The  game  features  realistic 
animation  including  windup, 
delivery,  and  the  arc  and  shadow 
of  a  fly  ball.  Sounds  generated 
by  the  program  include  the  crack 
of  the  bat,  the  cheers  of  the  crowed, 
and  the  music  of  the  seventh 
inning  stretch. 

Players  choose  their  starting 
team  and  pitcher,  can  bring  in 
relievers,  and  can  take  batting 
practice  against  the  legendary 
"Heat"  Muldoon. 

Star  League  Baseball,  which 
can  be  played  against  the  com- 
puter or  a  human  opponent, 
sells  for  $31.95. 

Gamestar,  Inc. 

1302  State  St. 

Santa  Barbara,  CA  93101 

(805)  963-3487 


Investment 
Manager,  Disk 
Manager,  And 
Games 

Bytes  and  Bits  has  released  a 
handful  of  programs  for  the 
Commodore  64  and  VIC-20 
computers. 

Investment  Portfolio  Manager 
is  a  program  to  track  volatile 
assets  such  as  stocks  and  stock 
options. 

The  program,  for  disk-based 
Commodore  64  systems,  can 
handle  entries  of  up  to  $99,999 
and  can  report  on  nine  invest- 
ment categories.  It  is  available 
for  $14,95. 

Disk  Directory  Manager, 
which  can  sort  more  than  1500 
filenames  into  an  organized  list, 
is  available  for  $19.95  for  the  VIC 
or  64.  The  program  is  written  in 
machine  language. 


In  Dungeons  for  the  VIC-20 
with  16K  expansion,  the  player 
creates  characters  who  explore  a 
12-level,  1200-room  dungeon. 
The  game  is  available  on  tape  or 
disk  for  $19.95. 

Pak  Alien  for  the  unex- 
panded  VIC  is  a  machine  lan- 
guage game  that  includes  100 
difficulty  levels.  Guide  your  alien 
through  a  maze  of  interplanetary 
space  particles  while  dodging 
seven  aliens.  Pak  Alien,  which 
can  be  played  with  joystick  or 
keyboard,  sells  for  $14.95  on 
tape  or  disk. 

Bytes  and  Bits 
524  East  Canterbury  Lane 
Phoenix,  AZ  85022 
(602)  942-1475 


High  Speed  Printer 

Epson  America  has  introduced 
its  new  FX-lOO  dot  matrix  printer. 
The  printer,  which  carries  a  sug- 
gested price  of  $895,  provides  a 
printing  speed  of  160  characters 
per  second. 

The  printer  offers  a  wide 
range  of  features  including  elite 
or  pica  spacing  and  a  one-to-one 
graphics  ratio  so  accurate  graphics 
-  including  circles  -  can  be 
drawn.  Users  also  can  create 
their  own  character  formats  on 
screen  and  download  the  font 
into  the  printer's  memory. 

The  printer  includes  a  rub- 
ber platen  that  can  handle  single 
sheet  or  roller-fed  paper  plus  a 
removable  tractor  to  handle  pin- 
fed  paper  and  forms. 

Epson  America,  Inc. 
3415  Kashiwa  St. 
Tommce,  CA  90505 
(213)378-2220 


The  Epson  FX-lOO  printer  has  a  printing 
speed  of  160  characters  per  second. 


;tiSimibi^i£Siii!a^'sms3ai£SSWHi,i 


YOU' 


iSbK  B6n6l«l  PRICES' 


JocRwir  TO  THI  pumrrs 

29.95 

21. »5 

AHDEX   COLOR    I    PLUS   NMITOR 

3t9.DO 

ACTION 

«.oo 

M.9i 

JUKPIU* 

19.95 

27.95 

APPLE   EKinjhTOS 

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79.50 

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24.00 

UrVUICIP  mjsie:  STsTtM 

29.95 

21.95 

KIOR    AMD    TUE    ATAXl-BOOX 

19.35 

13.95 

CARDBOARD    (6    CART   '    RESET} 

VIC-JO 

73.00 

□XADLT   SKI^ 

CART/VIC20 

27.50 

AI 

».95 

24.49 

KIMDKWMP 

29.95 

21.95 

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27.50 

AVII-SUS    PATROL 

29.9b 

21,95 

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49.95 

34.49 

CAKDEttt    (CASSETTE    IJSTfCE) 

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22.00 

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14,00 

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24.00 

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41.49 

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27.50 

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369.50 

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24.00 

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179.94 

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29.95 

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24,00 

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69.^5 

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39-95 

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129.»i 

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59.95 

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J9.95 

21.95 

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20 

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10.35 

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54.95 

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34.95 

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20 

169.50 

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17,60 

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29.95 

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54.95 

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C£f*4 

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49.95 

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49.95 

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39.  M 

27.95 

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34.95 

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34.95 

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34.95 

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44.95 

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10/25.95 

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44.95 

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59.95 

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23.95 

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94.95 

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44,75 

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14.95 

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69.95 

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13,75 

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44.95 

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29.95 

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119.95 

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27.50 

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29', 95 

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22.95 

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34.95 

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13.75 

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27.50 

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29.95 

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37.50 

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79.95 

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39.95 

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PlKAflCIU,   VIUUV 
FLAKK   LARDS 
FLASH   CORDON -KM 

It4.95 
J4.95 

109.95 

24.49 

TELETAHJ 

TUIPLE   or    APSHAI 

19.95 
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NICQ  TRACKBALL 

UICO   12  tr  txTtasiiM  coai 

49.95 
6.»5 

SHARMJ 

SMORD  OF    FApKlAL 

CASS/VIC20 
t6JCCA$$/VIc2a 

21.00 
21.00 

34.95 
99.95 
59.95 
34.95 
34.95 

J6.49 
to. 95 
39.95 
24.9S 
26.95 

TK£T   iriWUtD    I 
TIGERS    IN   THE    SNtW 
TIHE   W1£K 
TYPE    ATTACK 

99.95 
19,95 
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17.95 
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27.95 

^C  cQminadorfl 

AGCBESSOS                                                      CABT^IC20 

17,50 

STN   THE    50UND/KUSIC  CAJfT/VIC2Q 
TCLEHCAfiE                             CA3S/OH 
TCRC                                         CASS/VIC20 
TyRHOIL                                  CAPT/VIC20 

41.00 
15.75 
12.25 
37.50 

Tirm  rBUTTl 

24.95 

17,95 

ALIEH   SOCCER 

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10.15 

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27,50 

29.95 

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25-00 

17.49 

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12.50 

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CART/OH 

41.00 

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39.95 

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149.95 

APE   ESCAPE 

OISK/VIC20 

17.50 

TYPE   ATTACK 

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34.95 

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BLAEE   or   BUKXHOTX 

DISK/CH 

17.50 

THE   VEIN   GAME 

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41.25 

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V12AR£»faPRJMCESS    HIRES   UN 

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13.55 

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44-95 

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11.00 

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(B 

CROSSFIRE                                                      CASS/VIC2I} 
DEADLINE                                                        DISK/064 

hiayes'      mosaic 

11.00 
W.5D 

voRq  search 
zorj  i  ii  or  iii 

CASS/VICIO 
DISK/OM 

13.75 
^7.50 

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\ 

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and  is  a  Calilornia  corporalion  not  affilialed  with  Apple  Compuler  Inc.    Apple  is  a  trademark  of  Apple  Computer  Inc. 


Arcade-Quality 
Apple 

Third  Millennium  Engineering 
has  introduced  the  Arcade  Board, 
which  generates  arcade-quality 
color  graphics  and  sound  ef- 
fects on  Apple  II,  11  + ,  and  lie 
computers. 

The  board  uses  many  of  the 
same  video  and  sound  chips 
used  in  coin-operated  video- 
games. 

The  Arcade  Board  comes 
with  more  than  20  program 
demos,  games,  and  utilities,  and 
it  adds  more  than  40  commands 
to  Applesoft  BASIC.  These  com- 
mands make  it  possible  to  create 
action  with  the  convenience  of 
BASIC,  but  with  the  speed  of 
machine  language.  The  Arcade 
Board  sells  for  $225. 

Third  Milleiiniiiiii  Engineering  Corp. 
1075  Gayley  Ave.,  Suite  394 
Los  Angeles.  CA  90024 
(213)  473-2102 


Speech  In  Many 
Voices 

Don't  Ask  Software  has  pro- 
duced a  version  of  its  Software 
Automatic  Mouth  (S.A.M.)  for  the 
Commodore  64  computer.  In 
addition,  the  Apple  and  Atari 
versions  of  tlie  program  have 
been  enhanced  to  include 
KNOBS,  a  feature  that  provides 
a  range  of  different  voices. 

S.A.M. ,  which  occupies  2K 
of  user  memory,  will  convert 
phonetic  spellings  to  speech.  A 
text-to-speech  Reciter  program, 
available  on  the  S.A.M.  disk, 
will  convert  English  spelling  to 
speech;  it  takes  8K  of  user  RAM. 
KNOBS  gives  the  program  access 
to  a  variety  of  voices,  so  charac- 
ters can  be  made  to  converse. 

The  Commodore  64  version 
of  the  program  and  the  updated 
Atari  version  sell  for  $59.95.  The 
Apple  II  version,  which  contains 
a  digital-to-analog  converter  and 


audio  amplifier,  sells  for  $124.95. 
Present  owners  of  the  program 
can  receive  the  updated  versions 
for  a  small  fee,  provided  they 
have  sent  in  their  owner  regis- 
tration cards. 

Other  new  products  from 
Don't  Ask  include  Chatterbee,  a 
spelling  game  that  includes  a 
version  of  the  S.A.M.  voice  syn- 
thesizer. Chatterbee  is  available 
for  Atari  and  Commodore  64  for 
$49.95. 

Wordrace  for  Commodore  64 
is  a  vocabulary  game  with  2600 
words.  It  is  available  in  a  game- 
pack  that  includes  Claim  to 
Fame,  a  history  game,  and  Sports 
Derby,  a  sports  fact  game.  The 
Wordrace  gamepack  is  available 
on  disk  or  cassette  for  $34.95. 

Add  $2  for  shipping  and 
handling  for  Don't  Ask  products. 

Don't  Ask  Computer  Software 
2265  Westiuood  Blvd.,  Suite  B-150 
Los  Angeles,  CA  99064 
(213)  477-4514 


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ATARI 


EDUCATIONAL 

PROGRAMS 

FOR  ATARI 

Written  by  James  Maykak 

"Wrtllon  By  A  Ma!h  Tsachsr 
O  . — ,„,,„,._,  ,Q^  His  Chlldron" 

•  Largs  number  1  letter  displays  along  with  color, 
songs,  graphics,  sounds  &  positive  slatements. 

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ficulty  In  moat  programs. 

•  Student,  parent  and  teacher  tested  and  sold  around 
the  world. 

•  8  caaaBllfls  currently  available  written  In  BASIC 
and  running  on  16K  or  more. 


LEVEL  I;  Counting/ABC's/Countlng 

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LEVEL  3:  Clocks/Numerals/Counting 

by  2's,  3's,  etc.  (Grades  K-4,  Joystick). 

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LEVEL  7:  Addition/Subtraction/Both 

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LEVELS:  Multiplication/Memory 

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800-221-8927 


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TDK 

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chock  or  rrroney  order  only  to:  HARMONY  VIDEO  AND  ELECTRONICS.  2357  Coney  Island  Ave,,  Brooklyn,  N,Y,  1 1223,  and 
add  approximate  shipping  postage  and  insurance  charges.  Credit  cards  for  phone  order  only.  For  customer  service  please  dial 
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Quantities  Limited  S+H  $2.00  per  orden 


(SOO)  558-0003 

IN  WISCONSIN 

(414)  351-2007 

CompulAbiiiti  •  P.O.  Box  17882  •  Milwaukoe. Wl  53217 


Holiday  Adventures 

Chartscan  Data  is  producing 
bitCards,  text  and  graphic  adven- 
tures designed  as  holiday  gifts. 
bitCards  are  customized  with 
personal  references  to  the  recip- 
ient, and  the  player's  reward 
for  completing  the  adventure  is 
a  personal  message  chosen  by 
the  sender. 

The  first  bitCard,  A  Christmas 
Adventure,  is  available  on  disk 
for  48K  computers  in  the  Apple 
II  series,  and  on  tape  for  Atari 
400/800,  Radio  Shack  Color  Com- 
puter, Commodore  64,  unex- 
panded  VIC,  and  VIC  with  8K 
expansion.  All  versions  sell  for 
$16.95. 

bitCards 

120  South  University  Drive,  Suite  F 

Plantation,  FL333J7 

(305)  473-4741 


Games  Converted 
For  Atari  ^ 

Activision  has  converted  two  of 
its  best-selling  home  videogames 
for  Atari  home  computers. 

The  games.  River  Raid  and 
Kabooml,  have  been  enhanced  to 
make  use  of  the  increased  power 
and  memory  availability  of  the 
Atari  computers. 

In  River  Raid  the  player  pilots 
a  Bl  Strato-wing  Assault  Jet  over 
a  constantly  changing  river 
course.  New  twists  added  to  the 
game  include  hovering  hot-air 
reconnaissance  balloons,  iieli- 
copters  and  tanks  that  shoot 
back,  vivid  graphics  and  battle 
sounds,  an  expanded  control 
panel,  a  pause  feature,  and  the 
ability  for  more  advanced  players 
to  select  more  difficult  river 
sections. 

Kabooml  features  the  Mad 
Bomber,  a  convict  who  roams 
the  rooftops  dropping  bombs. 
The  player  maneuvers  water 
buckets  to  catch  the  falling 
bombs.  New  additions  to  the 
game  include  a  variation  that 


allows  one  player  to  be  the  Mad 
Bomber  and  the  other  to  catch 
the  falling  bombs,  a  high-score 
table,  and  a  musical  score  which 
features  the  Ifil2  Overture. 

Both  games  retail  for  $34.95. 
Activision,  Inc. 
2350  Bay  shore  Frontage  Road 
Mountain  View,  CA  94043 
(415)960-0410 


Software 
Assortment  For 
Timex/Sinciair 

Dynacomp  has  introduced  an 
assortment  of  software  products 
for  the  16K  Timex/Sinclair 
computer. 

The  new  programs  are: 
Blackjack,  $12.95;  Checkbook, 
$14.95;  Data  Filer,  $19.95;  Graphics 
Drawer,  $14.95;  Phone  Book, 
$12.95;  Pixel  Drawer,  $14.95; 
Tic-Tac-Toe,  $9.95;  and  Word 
Scramble,  $9.95. 

Each  of  the  programs  is  de- 
scribed in  the  free  product 
catalog  available  from 
Dynacomp, 

Dynacomp,  Inc. 
1427  Monroe  Ave. 
Rochester,  NY  14618 


Game  Cartridges 
For  Tiie  Tl 

Funware,  which  recently  was 
acquired  by  Creative  Software, 
has  added  to  its  list  of  avail- 
able cartridge  software  for  the 
TI-99/4A. 

Among  the  new  games  are: 
St.  Nick,  in  which  the  player 
helps  Santa  fly  through  a  maze 
and  pick  up  toys  while  avoiding 
flying  witches. 

Schnoz'ola,  a  game  based  on 
a  tale  about  a  Mayan  prince  with 
tremendous  jumping  powers 
and  a  tremendous  nose.  The 
prince  must  climb  a  four-tiered 
pyramid  to  collect  sacred  flow- 
ers, while  dodging  fireballs 
tossed  at  him  by  angry  gods. 


VIC  1701 
COLOR  MONITOR 
COMMODORE  64 


PICK  YOUR  BEST  igilii    ^„,  ,-_JWiaL^.   ■  I 

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PACKAGE  AND  SAVE  EVEN  MORE . . .         /MgiL  /        °*™««^^^ 

C64  $209,00  C64  §209.00       -^^^■- — /  knC  H^  vie  i54i  disk  drive 

VIC  1541      239.00    or    VIC  1530        65.00 

VIC  1701       249.00  VIC  1701        249.00  Mkro  Software  International Inc 

Total S680.00  Total $510.00  PractiCalc  20 

SAVE.  ...  $   37.00  SAVE.  ...  $   33.00  ^of"  *"e  Commodore  VIC-20 

16K  RAM  required 

P  ,1    .  .  Tape  (CV2T10) S28.00 

everything  you  need  Disk(cv2Dio) 33.00 

to  Sunoort  VOur  PractiCalc  64-For  the  Commodore  64 

l\/  OUt^pwi  l  yviUl  .j.^p^  (C60T11) S37.00 

COMMODORE  VIC20  and  C64  Disk(C60Dii)  3900 

Cardco, Creative  Software,  EPYX,  HES,  UMI,  WICO,  Romox. 


\         \  E;,    I      Texas 

^Jm   Instruments 

I     IH  wVt^     Tl.  PERIPHERAL  EXPANSION  UNIT 

hiWl  V***  PHP  4000  includes: 

I  (  I  I  I  i  /-i  i:^B   •  ^"^  ^2°*^  Peripheral  Expansion  •  PHP  1240  Disk  Controller  Card  •  PHP 
■-"rrixtt  "^^^    1250  Expansion  System  Disk  Drive  -PHP  1260  Memory  Expansion  Card  32K. 

'^1  -'-'  "  AT  THE  NEW  LOW  PRICE  OF  ONLY  $455.00 

Original  Retail  $1,199.80 

— r;-r  A  T  With  the  purchase  of  PHP  4000  package  receive 

GET  A  T.I.  one  of  the  following  modules  FREE! 

SPEECH  SYNTHESIZER     ,  pHP  am  u.  writer  •  PHP  3113  Microsoft  Multiplan  •  PHM  3109  T.I.  Logo  II 
^^^^  EACH  A  $99.95  Retail  Value! 

T.I.  will  give  you  a  Speech  Synthesizer  poo  1990  B<:-j-?or=.rH  s  r-^  qr  '       '  ' 

a  $99.95  retail  value-FREE-when  P^P  1220  RS  232  Card $   83.95  n^MRf    •. 

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SOUTHERN  AUDIO  VIDEO  ELECTRONICS,  INC 

1782  Marietta  Blvd.,  N.W.,  Atlanta.  Georgia  30318 

Order  Toll  Free  1-800-241-2682 
In  Georgia  (404)-351-8459 


For  a  complete  listi  ng  of  al  I S  AVE's  products,  sen  d  $  5.00 
for  our  catalogue  (refundable  with  your  first  order). 

Enjoy  the  convenience  of  in-home  shopping.  Call  our 
toll  free  number  today  for  orders  only. 

Use  your  American  Express.  VISA,  Mastercard,  check 
or  money  order.  Minimum  order  of  S50.00.  Outside  con- 
tinental U.S.A.  minimum  order  $250.00  U.S.  currency. 
Shipping  and  handling  charges  are  extra.  All  prices  are 
subject  to  change  without  notice.  Allow  2-4  weeks  for 
delivery.  Prices  good  through  December  15, 1983. 


FREE 

ZX81/TS1000 

CATALOG 


[GLaOSTOiiE 


Use  the  convenient  coupon 
below  and  send  for  your  FREE 
caiaiog  TODAY' 


New  from  Gladstone 
Electronics!  Our  ZX81 
TS1000  catalog  will 
take  you  where  no  one 
has  dared  gobelore ' 
You  will  view  the 
widest  selection  ol  up- 
to-date  soltware.  books 
and  hardware  add-ons 
available  to  get  the 
most  from  your 
personal  computer. 
This  eicciting  new  34 
page  color  catalog  lists 
arcade,  fantasy  and 
family  games,  business 
andedLTcalional 
programs;  books  lor 
beginners  as  weiJ  as 
experienced  users: 
hardware  add-ons  and 
other  peripherals  for 
use  with  ZX81  TS1000 
Home  Computer! 


New!  Write  for  yours  Today! 

Complete  and  mail  now  for  your  FREE  copy! 
For  information  call  (716)  B74-5510 


GiaosTonE"""  ""■'' 

Please  rush  me  this  exciting  new  ZX81  TS10Q0  catalog. 


Name 


Address 


City  , 


.  Stale 


-Zip 

Mall  to:     1585Kenmore  Ave..  Buffalo,  N.Y.  14217 
In  Canada;  1736  Avenue  Rd..  Toronto.  Onl.  M5M  3Y7 


COMPUTER  CASSETTES 
100%  Error-Free  •  Fully  Guaranteed 


LENGTH 

C-05 
C-10. 
C-20. 
Boxes 


PACK  PACK 

79<P  69<F 

89<P  79<P 

.99C  89(P 

.26<P  210 


UPS  $3.00  Pkg.  $18.00  Case 


C-10's39<r 

(Min.  500  Case  Lotl 

w/labels  ADD  4«, 
w/boxes  ADD  139 


FOR  ORDERS  ONLY 

\       1-800-528-6050      - 

Extension  3005 

MICRO-BO^"  INC. 

2665-C  Busby  Road 
O^k  Harbor,  WA  98277 


Anibutaiice,  in  which  the 
player  serves  as  an  ambvilance 
driver  helping  sick  people  get 
treatment.  The  player  must  de- 
cide who  needs  help  first  and 
whether  the  patient  should  be 
taken  to  the  hospital  or  an 
emergency  center. 

Driving  Demon,  a  game  in 
which  the  player  tries  to  drive  as 
far  and  as  fast  as  possible  within 
a  time  limit.  Problems  include 
oil  slicks,  other  cars,  and  engine 
troubles;  navigational  aids  in- 
clude a  tachometer,  speedom- 
eter, and  a  long-range  scanner. 

Funware's  cartridge  games 
sell  for  $44.95,  and  are  guaran- 
teed to  work  in  all  present  and 
future  versions  of  the  TI-99/4A 
home  computer. 

Fiimvare,  Inc. 
230  East  Caribbean  Drive 
Sunnyvale,  CA  94089 
(408  f  745-1655 


Pinball  Simulation 
For  The  64 

Br«iderbund  Software  has  con- 
verted David's  Midnight  Magic,  a 
pinball  simulation  game,  into 
Commodore  64  format. 

The  game,  described  as  the 
next  best  thing  to  a  real  pinball 
machine,  simulates  dual  flipper 
controls,  bumper  action,  roll- 
overs, sounds,  and  lights.  The 
player  can  even  put  English  on 
the  ball,  but  too  much  will  result 
in  a  tilt. 

David's  Midnight  Magic, 
originally  sold  in  Apple  and  Atari 
versions,  is  available  for  the 
Commodore  64  on  disk  for 
$34.95. 


BrMerbund  Software 

500  Fifth  Ave. 

Neiu  York,  NY  lOUO 


Apple  Graphics 
Program 

T  &  G  is  an  Apple  graphics  sys- 
tem from  C  &  C  Software.  The 


program  does  not  rely  on  shape 
tables,  so  execution  is  faster 
than  for  many  other  graphics 
programs. 

T  &■  G  includes  three  charac- 
ter sets,  the  largest  of  which  is 
!'/>  times  the  size  of  standard 
Apple  characters. 

The  characters  can  be  placed 
on  the  screen  using  one  of  two 
commands.  One  is  similar  to 
BASIC'S  PRINT  command;  the 
other  permits  greater  control 
over  text  placement.  Lowercase 
is  available  in  the  two  larger 
character  sets,  and  the  ability  to 
print  superscripts,  subscripts, 
and  text  overlays  is  provided. 

The  program  also  is  a  pow- 
erful utility  for  producing  static 
or  animated  graphics.  The  editor 
program  supports  full  color  and 
includes  a  command  for  clearing 
a  precisely  defined  area  of  the 
screen, 

T  6"  G  is  available  for  $65. 

C  &C Software 
5713  Kentford  Circle 
Wichita,  KS  67220 
(316)683-6056 


Hardware/Software 
Combo  For  Atari  800 

MEM/EX  is  a  memory  expansion 
device  for  the  Atari  800  com- 
puter. It  replaces  the  operating 
system  board  and  includes  4K  of 
low-power  CMOS  static  RAM 
mapped  to  the  unused  $C000 
address  space. 

Included  with  the  board  is  a 
powerful  command-extender 
program  called  COM/EX.  This 
adds  ten  edit-mode  commands 
to  the  standard  BASIC  or  As- 
sembler cartridges,  including 
the  most  used  disk  commands. 

MEM/EX  is  compatible  with 
all  standard  Atari  800  configura- 
tions; COM/EX  requires  at  least 
one  disk  drive  and  DOS  2,0.  The 
package  is  available  for  $129.95. 
Prairie  Physics 
P.O.  Box  2369 
Wichita,  KS  67201 


MEETING  YOUR  SOFTWARE 
NEEDS  FOR  LESS!!! 


COMMODORE  64' 


AATARI 


BrodBrbund 

Ctinpllfter(CT| 

30.40 

Sea  Fox  (CT) 

27.00 

Serpentine  (CT) 

27.00 

David's  Midnight  Magic  (D) 

27.00 

Sky  Blazer (D) 

27.00 

A.E.  (D) 

27.00 

Load  Runner  (D) 

27.00 

Commodore 

Assembler  64(D) 

16.90 

Logo  (Dl 

47.90 

Pilot  (D) 

47.90 

Pet  Emulator  (D) 

16.90 

Screen  Editor  (D; 

16.90 

Bonus  Pack  (D,C) 

16.90 

CPIM  i.2  Operating 

System  (CT) 

69.00 

Super  Expander  VSP  (CT) 

16.90 

Easy  Finance  (1-5)  (D) 

19.35 

Easy  Calc  64  (D) 

73.75 

Ttie  Manager  (D| 

43.00 

Easy  Script  |D> 

43.00 

Easy  ivlai  164(D) 

16.90 

Easy  Spell  64(D) 

16.90 

Word/Name  l^ac*ilne(D) 

16.90 

Intro  to  Basic  1  (C) 

19.35 

Gortek  &  TtiB  Microctiips  (C) 

24.60 

Easy  Lesson  1  Easy  Qui;  (D) 

16.90 

Music  Machine  (CT) 

16.90 

Codewrlter  (D) 

47.90 

Zork1,2,3(D) 

29.50 

InveMory  Mgmt,  (D| 

43.00 

PayrolUCheckwritinB  (D| 

43.00 

Aeds.  Payable  (D) 

43.00 

Acds.  fleceivable  (D) 

43.00 

General  Ledger  (D| 

43.00 

Continental 

The  Home  Accountant 

50.72 

Craativt  Softwar« 

Car  Costs               (C1 10.15(0)13.50 

Decision  Maker   (C)  10.15  (D)  13.50 

Household 

Finance            (C)  13.50  (D)  16.90 

Home  Inventory  |C)  10.15  (D)  13.50 

Loan  Analyzer      |C)  10.15  {0)13.50 

Moon  Dust  (CTl 

23.65 

Astrobiltz  (CT) 

23.65 

Trashman  (CT) 

23.65 

Save  New  York!  (CT) 

23.65 

Datatolt 

Moonshuttle  (D,  C) 

20.30 

Poo  Yan  (C,  D| 

20.30 

Genesis  (D) 

27.00 

0'Rliey'9Mine(D) 

20.30 

Epyx 

Temple  of  Apshai  (D) 

27.00 

Upper  Reaches  of 

Apshai  (D) 

13.55 

Curse  of  Ra  (D) 

13.55 

Sword  of  FafQoal  (D) 

20.30 

Jumpman  (D,  C) 

27.00 

Hat  Software 

Has  Mon  64  (CT) 

27.00 

Turtle  Graphics  II  (CT) 

40.60 

Hes  Writer  64  (CT) 
Gridrunner  (CT) 
Retro  Bail  (CT) 
Benji  Space  Rescue  (D) 
Coco  (D,  C) 
Micro  ProiB 
Floydof  the  Jungle  (0) 
Hetloat  Ace  (D) 
Slersa  On  Line 
Frogger  (D,  C) 
New  Jawbreaker  (D) 
Crossfire  (0) 
SIrlut  Software 
Squish 'Em  (D) 
Repton  (D) 

BiaderBlackpoole(D} 
Critical  Mass  (D) 
Type  Attack  (D) 
Spinnaker 
Face  Maker  (D) 
Hey  Diddle  Diddle  (D) 
Kindercomp  (D) 
Snooper  Troops  1  (D) 
Fraction  Fever  (D) 
Amazing  Thing  (D| 
SynapM 

Ft.  Apocalypse  (0,  C) 
Protector  (D,  C) 
Survivor  (D,  C) 
Shamus  (D,  C| 
Timeworks 
Dungeons  of  Algebra 

DraQons  (D,  C) 
Robbers  of  the  Lost 

Tomb  (D,  C) 
Wall  Street  (0,  C) 
Money  Manager  (D,  C) 
Electronic  Checkbook  (D, 
Word  Pro  3  + 


C| 


30.45 
20.25 
20.25 
30.45 
27.00 

20.80 
20.80 

23.65 
20.30 
20.30 

23.65 
27.00 
27.00 
27.00 
27.00 

23.55 
20.30 
20.30 
27.00 
23.65 
27.00 

23.70 
23.70 
23.70 
23.70 


19.10 

19.10 
19.10 
19.10 
19.10 
S5.00 


Brodarbund 

David's  Midnight  Magic  (D) 

Apple  Panic  (C,  D) 

Chopllfter(D) 

Serpentine  (D,  C) 

A.E.  (D) 

Sea  Fox  (D) 

Labyrinth  (D,  C) 

Genetic  Drift  (D,  C) 

Continental 

The  Home  Accountant 

The  Tax  Advantage 

Datasoft 

Micropainter  (D) 

Pac.  Coast  Hwy.  (C,  D) 

Text  Wizard  (P) 

Canyon  Climber  (C,  0) 

Clowns  and  Balloons  (C,  D) 

Basic  Compiler  (D) 

Spell  Wizard  (D) 

Sands  of  Egypt  (O) 

Zsaxon  (D,  C) 

Moon  Shuttle  (D,C) 

0'Riley'sMine(0,C) 

Rosen's  Brigade  (D,  C) 

Poo  Yan  (0,0) 

Bruce  Lee  (D,  C) 

Genesis  (D,  C) 

Epyx 

Temple  of  Apshai  (D) 

Crush,  Crumble  and 

Chomp  (D,  C) 
Jumpman  (D) 
Crypt  of  theUndead  |D) 
First  Star 
Call  for  Availability  and  Pricing 
Micro  Prose 
Chopper  Rescue  (D.  C) 
Floyd  of  the  Jungle  (0,  C) 
Hellcat  Ace  10,  C) 


23,90 
20.30 
23.70 
23.70 
23.70 
20.30 
20.30 
20.30 

50.72 
40.58 

22.65 
16.90 
33.80 
16.90 
16.90 
54.00 
27.00 
20.30 
27.00 
20.30 
20.30 
11.50 
20.30 
27.00 
27.00 

27.00 

20.30 
27.00 
27.00 


20.75 
20.75 
20.75 


VIC  20,  T.I.  99  4A,  RADIO  SHACK,  IBM-PC 
SOFTWARE  LISTS  AVAILABLE 


Wing  man  (D,  C) 
SynapM 
Shamus  1 1  (D,  C) 
Pharoah's  Curse  (D,  C) 
Ft,  Apocalypse  (D,  C) 
Nautilus  (0,C) 
Blue  Max  (D,  C) 
Dimension  X  (0,  C) 
Zeppelin  (D,C) 
Spinnaker 
Pacemaker  (CT,  D) 
Snooper  Troop  1  or  2  (D) 
Hey  Diddle  Diddle  (0) 
Story  Machine  (D) 
Thorn  E.M.i. 
JumboJet  Pilot  (CT) 
Sub  Commander  (CT) 
Figure  Fun  (CT) 
Soccer  (CT) 
Kickback  (CT) 
Home  Fin.  Mgmt.  (CT) 
Darts  (CT) 
Parker  Bros. 
Frogger 
QBert 
Astro  Chase 


tappkz 


25.00 

23.70  I 
23.70  I 
23.70 
20.30 
23.70 
23.70  I 
23.70  I 

23.65  I 
30.20 
20.30 
23.65 

30.45 

30.45 
20.30 
30,45 
30.45 
20.30 
20,30 

37.00 
37.00 
37.00 


f K  commodore 

BASF  Soft  Box  (10) 
Joysticks 

23,80 

Commociofe  64 

239,95 

Poml  master 

10,^ 

1541  Disk  Drive 

239.95 

Polntmaater  Pro 

18.K 

153CData8ette 

61,30 

Fire  Gomro! 

7.85 

1525  Printer 

214,75 

Wico  Command  Ctrl, 

19,50 

3701  Color  Monitor 

239,85 

Wico"6oas" 

13.50 

teOO  Modem 

50.KI 

Wico  Red  Bail 

20,75 

Parallel  Interlace 
3  Port  Expander 

60.00 
30.0Q 

W-i^=*-l 

6  Port  Expander 

75.00 

Coleco 

64  Prog.  Fief.  Guide 
DlikattH 

BASF5V."SSDD2pa*i 

17,00 

Adam  Computer  System 

595.00 

5.50 

Adam  Computer  Module 

445.00 

Brodarbund 

Serpentine  (D) 
A.E,  (D) 

Arcade  Machine  (D) 
Apple  Panic  (D) 
ChopI  liter  (0) 

David's  Midnight  Magic  (D) 
Continental 
The  Home  Accountant 
The  Tax  Advantage 
FCM  (Form  Letter) 
Datssolt 
Zaxxon  (D) 
Canyon  Climber  (D) 
Sands  of  Egypt  (0) 
Fathom  40(D) 
Lisp  (D) 

Micro  Painter  (D) 
Poo  Yan  (O) 
Bruce  Lee  (0) 
Genesis  (D| 
Moonshuttle  (O) 
Strius 

Call  for  Availability  and  Pricing 
Splnnaksr 
Facemai(er  (D) 
Story  Machine  (D) 
Hey  Diddle  Diddle  (D) 
Programi  for  all  Syttemi 
AvalonHIII  Call  for 

SIrategk  Availability 

Simulation)  and  Price 


23,70 
23,70 

40,80 
20,30 
23,70 
23,70 

50,72 1 
40,581 
67,64 1 

27.00  I 

16.901 
20.30  I 
23.70  I 
67.50 1 
23.70 1 
20.30 1 
27.00) 

27.00 1 
20.30 1 


23.65 1 
23.65 1 

20.601 


For  additional  Information  and  to  order,  call  Toll  fraa: 


Outside  Texas 


rnside  Texas 


1-800-527-8698  1-80M42-8717 


Terms  and  Ordering  Information: 

To  order  call  1-800-527-8698  and  send  certified  checks, 
money  orders  or  personal  checks  (allow  2  weeks  to  clear), 
or  use  your  VISA,  Master  Card  or  American  Express, 
Inside  Texas  call  1-800-442-8717,  Include  $2  for  postage 
and  handling.  (CO.D, orders  add  $1,50)  UPS  Blue  Label 
$3, Canada  S6,  Other  countries  include  10%  for  P&H.  All 
products  factory  sealed  with  manufacture's  warranty.  All 
returns  require  R.A.tt.  Prices  subject  to  change  vifithout 
notice.  Order  desk  hours:  Mon-Fri    8-5,  Sat    9-1    GST, 


^i/^j-aLoiija  ^iiJJai  [ONGVIEW,  TX. 

75601 


Games  For  The 
VIC  And  64 

Creative  Software  has  produced 
In  the  Chips,  an  educational  game 
fortheVIC-20. 

In  tlie  game,  one  or  two 
players  are  given  $100,000  with 
which  to  organize  a  software 
company,  research  and  develop 
a  product  line,  and  plan  mar- 
keting strategies.  The  winner 
will  be  the  one  who  assesses  the 
market  correctly  and  turns  the 
largest  profit. 

The  game,  which  is  available 
in  a  cartridge,  sells  for  $29.95. 

Another  new  offering  from 
Creative  is  Crisis  Mountain,  previ- 
ously available  for  Apple  and 
Atari.  The  game,  licensed  to 
Creative  from  Synergistic  Soft- 
ware, is  an  adventure  in  which 
the  player  must  guide  mine  ex- 
plorer Kip  Armstrong  to  treasure 
while  avoiding  traps,  bombs, 
and  bats. 


Crisis  Mountain,  sold  in  car- 
tridge format,  is  available  for 
$34.95  for  the  64,  and  $29.95  for 
the  VIC. 

Creative  Software 
230  East  Caribbean  Drive 
Sunnyvale,  CA  94089 
(408)  745-1655 


Touch-Sensitive 
Input  Device 

The  Chalk  Board  PowerPad  is  an 
easy-to-use  device  that  replaces 
the  keyboard  as  a  means  of  com- 
puter input. 

The  PowerPad  has  a  12-inch 
by  12-inch  active  surface  that 
can  handle  input  from  multiple 
points. 

The  device,  which  can  be 
used  with  the  Commodore  64, 
VIC-20,  Atari,  Apple,  and  IBM 
computers,  sells  for  $99.95. 

Selections  from  "Leonardo's 
Library"  are  designed  to  be  used 
with  the  PowerPad.  Programs 


presently  available  include 

Leonardo's  Logo,  Lea's  'Lcctric 
Paintbrush,  and  Micro  Maestro. 
Programs  from  the  library,  which 
is  expected  to  grow  to  as  many 
as  30  selections,  range  in  price 
from  $24.95  to  $49.95. 

Miller  Communications 
607  Boijlston  St. 
Copley  Square 
Boston,  MA  02176 
(617)536-0470 

New  Product  relemes  are  selected  from  sub- 
missions  for  reasons  of  limeliwss,  nvailnble 
space,  and ge)ieral  interest  hour  readers.  We 
regret  that  loe  are  unable  to  select  all  new 
product  submissions  for  publication.  Readers 
should  be  axvare  that  we  present  here  some 
edited  version  of  material  submitted  by  ven- 
dors and  are  unable  to  vouch  for  its  accuraci/ 
at  time  of  publication. 

COMPUTE!  welcomes  notices  of  up- 
coming events  and  requests  that  the 
Sponsors  send  a  short  description,  their 
name  ami  phone  number,  and  an  address 
to  wliich  intcresleil  readers  may  write  for 
further  information.  Please  send  notices 
at  least  three  months  before  the  date  of  the 
event,  to:  Calendar,  P.O.  Bo.v  5406, 
Greensboro.  NC  27403.  © 


POWERBYTEMENU 

BUSINESS  AND  HOME 
SOFTWARE 

Commodore  64  -Vic  20 
TRS  Color -Adam 


Ttie  Accountant  $29.95 
Adcts.  Rec./Pay.  26.95 
Order  Tracker  21 .95 

Business  Inventory  21.95 
The  Bidder  18.95 

Calendar-Onta  Base  18.95 
Billing  solver  21.95 

Client  Tickler  21.95 

VickyCalc.  14.95 

Casti  Flow  16.95 

Li  near  Reg  ression  18.95 
Depraciator  15.95 

Bar  Chan  9.95 

Mortgage  Calculator  9.95 
Mortgage  Comparer  9.95 
P.6.R.T.  MyVIC  18.95 
Amonizsr  24.95 

Taxman  18.95 

LoanRepayer  12.95 

Statistics  18,95 

Phone  Directory  12.95 
Net  Worth  16.95 

Investments  14.95 

Stock  Ticker  Tape  18.95 
Protil  Sharing  Plan  18.95 
Syndicalor  18.95 

Mailman  12.95 


Utility  Bills 
Budgeting 
Screen  Dump 
Calendar 
Present  Value 
Cheoktxjok 
Home  Budget 
Home  inventory 
Club  Lister 
Medical  Records 
Credit  Cards 
Super  Shopper 
Savings  Accounts 
Travel  Time 
Tape  Gent 
Tape  Worm 
Dear  Diary 
Mother's  Recipes 
Meinc  Brain 
Track  My  Weight 
Jogger's  Logger 
Grade  My  Kids 
Nyismatic  Phanattc 
Lightning  Son 
Golf  Scorecard 
Math  A  Magician 
Temp.  Converter 


14.95 
15.95 
12.95 
16.95 
13.95 
12.95 
12.95 
12.95 
1B.95 
16.95 
15.95 
12.95 
13.95 
13.95 
14,95 
14.95 
14.95 
12.95 
12.95 
14.95 
14.95 
16.95 
16.95 
14.95 
14.95 
1S.95 
9.95 


Specify  Cassette  or  Disk     (Disk  S5.D0  Extra] 
Check.  COD  or  Charge    {Add  Sr  .50  Post.  8.  Hdl.) 

FREE  CATALOG 

Powtrbyt*  Softwiri 

Box  579-905  Lorien  Drive 

Gwynedd  Valley,  Pa.  19437 

603-424-5485 


THRILL  YOUR  FRIENDS 
THIS  CHRISTMAS 


with  a  gift 
from 

bJtCards 

PERSONALIZED 
SOFTWARE 

Onty  $18.50 


Santa  has  disappeared.  The  player  can  solve  the  mystery  using  the  available  clues.  Along  the 
way  hell  discover  that  this  is  no  ordinary  adventure  game.  In  a  storage  room,  ne'li  find  a 
shimmering  package  addressed  to  him.  And  m  Santascoat  pocket,  a  note  signed  by  you.  Santa's 
computef  wiil  call  upon  him  by  name  to  nelp  solve  the  mystefy.  And  each  bitCard  will  contain 
youf  own  personal  greeting  message— nght  in  the  program!  And  other  surprises  too 

A  bllCard  is  the  perfect  gift  for  everyone  on  your  list  who  has  access  to  a  micro.  They'll  tove  the 
graphics,  the  humor,  the  action  sequences.  And  they'll  love  you  for  stuffing  their  stocking  with 
this  Christmas  delight 

BltCards.  A  personalized  greeting  card.  A  gift  thai  will  be  the  hit  of  the  season- 
Now  isn't  that  better  than  a  polka-dot  tie'' 

16K  cassette  venions  svailabJe  for  CommDlkl^^64"'  &  Atari  400/800. 5K  or  5K  witti  6K  expander  ver sIqds  for  Vii:  20" 
Also  avaUle  for  Apple"  ll/t/e  m  m  and  TflS^®  nwdels  I/Ill  t  LC.  (IgK  cassette) 

ORDER  INFORMATION;  Bl  PHONE:  (MasterCard  or  Visa  requires}  call  l-SOO-556- 1212 and  asK  lor  (he  TOLL 
FREE  number  tor  BITCARDS.  BY  MAIL:  (money  order  or  MasterCard/Visa  numhor  i  exp  dale]  use  separate 
sheet  tor  each  biiCard  ordered.  Give  your  name  and  address  and  following  mio  about  recipient  ni  name  (21 
address  {3)  cornpuier(e  g  ,  TRS  80'  Model  I  (4)  his/her  phone  number  (tiem  4  optional  i  Also  tnciurJe  j/our 
persona!  message  to  recipient  (25  word  max,)  (We  H  supply  standard  fJ^essage  if  you  prefer)  Indicaieif  you  want 
bitCard  sent  to  you  or  directly  to  friend  Order  before  Dec.  12.  Send  order  or  requests  for  inloio  liltCardt,  120  S. 
Unlvtrdty  Dr.,  Sulla  f-i,  Pianlillon.  FL  33317 


32J     COMPUTE!     November  W83 


^sfSM^IiStHSL 


6^K      CAUL- 

Built-in  phone  modem, 
expandable  to  256K, 
and  more  goodies 

810  Disc  Drive  .    ...- CALL 

1010  Program  Recorder  (NEWl 579  00 

1025  Printer  (NEW)    SJ10  00 

CXaS  Numeric  Keyboard    S109  00 

CX419  Bookkeeper  Kil    CALL 

CX4B6  Corr^municatoi  Kit CALL 

ATARI  Soltwara 

CXL4025  Delenaer 539  00 

RX8026  Dig  Dyg   S39  00 

RM039  Eastern  Front  (ROM)    SJi  00 

CLX4027QIK    S39  00 

RXa037  Star  Trux   S39  00 

DX5049  Visicalc    S169  00 

CA01665  Technical  Relerence  Moles    S29  95 

Third  Psrty  Sollwsre 

Miner  2019   CALL 

'     ZaxKon    S27  95 

I     Eastern  Front  (941  icassetlel    S29  9S 

I     Wizard  ol  War  - S30  00 

Gorl     -  - S30  00 

\     Frogger 530  00 

I     Chop  Lifter S29  00 

;     Apple  Panic   S23  75 

aatia  Buggies    S23  75 

Suoniarine  Commander  {ROMJ   — S35  95 

i     Jumbo  Jet  Pilot  (ROM)   S35  95 

i     Soccer  (ROM) S36  95 

;     Gamestar  Football CALL 


When  new  ATARIS  are  bom, 
Eric  Martin's  will  have  them  at 
nQyttbom  prices.  For  the  latest 
(rom  Atari,  call  or  visit  our  store. 
One  of  the  largest  Atari  Dealers 
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We  take  TRADE-INS. 
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9:30  a.m.  -  6:30  p.m.  (m-f)  10:30  a.m.  -  2:30  p.m.  sat. 


COMMODORE  COMPUTERS 

B-128k-80  J777.20 

B-256k-80  »97a.l3 

BX-256k-80/du3l  driye   t2B95 

PET  64  (educational) M27.50 

8032    J827.5a 

8096    $87125 

9000  super  pet  J107I.25 

c-64  1233 

Executive  64  portable CALL 


COMMODORE  DISK  DRIVES 


1541  (170k) 

2031    

4040  (340k) 

8050  llmg)  

8250  (2m9)  

9060  hard  disk  (5mg)   , 
9090  hard  disk  (7.5mg) 


.  S2Sa50 

...  sail 

.  $857.85 
.  t88l,9C 
(1226.50 
..  12040 
..  $2290 


COMMODORE  PRINTERS 

1525  (30cps)  $238.75 

1526(100cps)  $34a95 

4023  CBM  (lOOcps)  $33a95 

8023  (leOcps)  1537.95 

6400  daisy  wheel  CBM  $1417.75 

new!  1520  plotter  printer   $17150 

COMMODORE  PERIPHERALS 

1701  color  monitor  $24flLte 

CBM  64k  memory  board    $24195 

Super  Pet  upgrade  board $48a96 

Cables  PET-IEEE    134B5 

Cables  IEEE-IEEE  $42.95 

Vic  1600  Modem   Sffl 

Vic  1650  Automatic  Modem  $109.K 

Vic/64  (auto  answer,  dial)  $150 

1530  Datasetle  recorder  $84.95 

OTHER  PRINTERS 

Epson  MX-80FT  (dot  Matrix)   $455 

Okidata  82a.  120  cps  (serial  &  parallel, 

dot  Matrix) $425 

Star  Gemini  10 $328 

Star  Gemini  15 $495 

Diablo  620, 25  cps  (letter  quality)  ....  $949 


COMMODORE  SOFTWARE 
FOR  CBM 

Wordpro4*  or  5+  $305 

Visicalc  (Expanded)   $1 35 

BPIG/LA/RA/Plnv.  etc $320 ea. 

MANAGER  (database) $195 


COMMODORE  C64  SOFTWARE 

Easy  script $49.95 

Easy  mail  $49.95 

Easy  finance   $49.95 

The  manager  $49.95 

NEW  c64  110-cp/m  2.2  $99.95 

Super  expander  c64   12495 

Nevada  Cobol   $59.95 

Logo  $59.95 

Pilot $59.95 

Music  machine $19.95 

Music  composer  $19,95 

SMALL  c64 
BUSINESS  SYSTEMS 


c64  General  Ledger  . . . 
Accounts  Receivable  . 
Accounts  Payable  — 
Payroll/Check  Writing 


$49.95 
$4a35 
$49.95 
$4a95 


Inventory  Management   $49.95 

Codewriler  $59.95 

c64  RECREATION  CARTRIDGE 

Jupiter  Lander  $24,95 

Kickman  $24.95 

Tootb  Invaders  $24.95 

Omega  Race $39.95 

Wizard  o1  War  ©186 

Gorl  $34.95 

Speed/Bingo  Math  $24.95 

INTERFACES  &  ACCESSORIES 


$59.95 


flS-232  printer  interface  (Okidata. 

Diablo)   

Parallel  interface 

eo  Column  Expander    $159.95 

TEC  typewr(ter/c64  conv $20195 

Vic  Switch  (Connect  8  64's  or  Vies  to 

printer,  drivers) $149 

Super  Cord CAa 


CAPUTE! 

Modifications  Or  Corrections  To  Previous  Articles 


Atari  Caves  Of  Ice 

Due  to  a  problem  with  variable  initialization,  the 
Atari  version  of  this  game  from  the  September 
issue  (p.  60)  provides  more  exits  the  longer  the 
game  is  played.  To  insure  there  is  alv^ays  only 
one  exit  from  the  Caves,  reader  Jim  Vail  suggests 
that  the  A$(750)  =  "O"  in  line  100  be  changed  to: 

A5="O":A${750)="O":A$(2)=A$: 

Also,  Ohio  reader  Neil  Morris  notes  that  the 
program  can  be  modified  to  run  in  less  than  16K 
of  memory  by  changing  the  GRAPHICS  8  in  line 
305  to  GRAPHICS  6,  then  dividing  all  the  numbers 
after  the  PLOT  and  DRAWTO  commands  in  lines 
32-85  by  two  (dropping  any  fractions). 

VIC  Diamond  Drop 

Some  Commodore  64  color  controls  slipped  into 
the  VIC  version  of  this  game  from  the  September 
issue  (p.  84).  For  proper  operation,  change  the 
B63  in  line  50  to  {CRN}  (CTRL-6  for  green)  and 
the  g73  in  lines  100  and  102  to  {BLU]  (CTRL-7  for 
blue). 

IVfystery  Spell  For  Tl  And  VIC 

The  Tl  version  of  this  educational  game  from  Sep- 
tember (p.  117)  stores  word  lists  properly  to  disk. 
However,  tape  users  need  to  make  the  following 
changes: 

1810  DISPLAY  AT(23,1) : "PLACE  TAPE  0 
R  DISK  IN  DEVICE"  :;  ACCEPT  AT 
(11,3):F$ 

1815  IF  SEG$  (F$,l,l) ="C"  THEN  1842 
ELSE  OPEN  #1:F$, INTERNAL, UPDAT 
E, FIXED  50 

1842  IF  J=0  THEN  1846 

1844  OPEN  #1:F$, OUTPUT, INTERNAL, FIX 
ED  50  ::  FOR  1=1  TO  20  ::  PRIN 
T  #1:B$(I)::  NEXT  I  t:  CLOSE  # 
1  : :  GOTO  230 

1846  OPEN  #1:F$, INPUT  , INTERNAL ,F  IX 
ED  50  ::  FOR  1=1  TO  20  ::  INPU 
T  #1:B$(I)::  NEXT  I  ::  CLOSE  # 
1  ::  CALL  CLEAR  :;  GOTO  1760 

Also,  there  is  a  minor  typo  in  the  VIC  version 
(p.  127).  In  line  2170,  LEFRT$  should  be  LEFT$. 

VIC  PILOT 

There  is  a  minor  flaw  in  the  turtle  graphics  feature 
of  the  PILOT  interpreter  in  BASIC  from  the  Sep- 
tember issue  (p.  166).  If  the  turtle  goes  off  the 
graphics  screen  during  a  loop,  subsequent 
graphics  commands  are  not  interpreted  properly. 
If  you  are  using  Program  1,  make  this  change: 

326    COMPUTEI     November  1963 


128  IFOS%=lTHENPRINT"*PLOT  WENT  OFF  SCREE 
N" :D=0 

If  you  are  using  Program  2,  the  Super  Expander 
version,  make  this  change: 

143    GOSUB127:IFOS%=1THEND=0:GOTO11 

Crocking  The  Kernal 

The  instructions  for  using  Kernal  ROM  routines 
to  LOAD  data  from  tape  or  disk  into  the  64  (Sep- 
tember 1983,  p.  270)  are  incorrect.  The  proper 
series  of  machine  language  instructions  to  OPEN 
logical  file  2  from  device  8  (disk)  with  secondary 
address  0  and  LOAD  a  file  into  memory  starhng 
at  address  8192  ($2000)  is: 


LDA 

#$02 

LDX 

#S08 

LDY 

#$00 

JSR 

SETLFS 

LDA 

#$04 

LDX 

#L,NAME 

LDY 

#H,NAME 

JSR 

SETNAM 

LDA 

#$00 

LDX 

#$00 

LDY 

#$20 

JSR 

LOAD 

RTS 

NAME    .BY 

'FILE' 

Note  that  the  accumulator  must  be  set  to  0  for  a 
LOAD  and  1  for  a  VERIFY,  not  vice  versa  as  stated 
in  the  article.  Our  thanks  to  Lewis  Kleinsmith  for 
pointing  this  out. 

Atari  Dragon 

Program  2  (August  1983,  p.  88)  fails  to  leave  the 
current  score  on  the  screen  at  the  end  of  the  game. 
To  eliminate  this  minor  flaw,  Stuart  Goldenberg 
suggests  the  following  correction  and  addition; 

410  COLOR  32:PLOT  0,0:DRAWTO  17,0:PL 
DT  0,1:DRAWTO  10.1:PDSITION  0,0: 

?  *6;  "laiissKiiHMaiEainEB";" 

435     POSITION     0,0:?     #6;"-C20     SPACES>" 

Tl  Towers 

The  program  for  this  article  was  renumbered  be- 
fore it  was  listed.  As  a  result,  the  line  numbers  of 
the  program  do  not  agree  with  those  mentioned 
in  the  article.  However,  the  program  will  work  as 
listed. 

64  Ultrasorf 

When  using  Program  4  to  test  the  64  version  of 
this  machine  language  sorting  routine  (September 
1983,  p.  202),  you  should  replace  line  300  with: 

300    SYS    49152, N,AA?(1) 

The  REM  statement  in  line  291  is  incorrect. 

VIC  Dots 

In  line  560  of  this  program  from  the  September 
issue  (p.  132),  the  spurious  question  mark  should 
be  removed.  The  first  part  of  the  line  should  read: 
560IFFNBX(ML  +  22)  =  ..,  © 


COMPUTE!  Back  Issues 


Here  are  some  of  the  applications,  tutorials, 
and  games  from  available  back  issues  of 
COMPUTE!.  Each  issue  contains  much, 
much  more  than  there's  space  here  to  list, 
but  here  are  some  highlights: 

May.  1981:  Named  GOSUB/GOTO  in 
Applesoft,  Generating  Lower  Case  Text  on 
Apple  II,  Copy  Atari  Screens  to  the  Printer, 
Disk  Directoty  Printer  for  Atari,  Realtime 
Clock  on  Atari.  PET  BASIC  Delete  Utility', 
PET  Calculated  Bar  Graphs,  Running  40 
Column  Programs  on  a  CBM  8032. 

June   1981:  Computer  Using  Educators 
(CUE)  on  Software  Pricing,  Apple  11  Hires 
Character  Generator,  Ever-  expanding 
Apple  Power,  Color  Burst  for  Atari,  Mixing 
Atari  Graphics  Modes  0  and  8,  Relocating 
PET  BASIC  Programs,  An  Assembler  In 
BASIC  for  PET,  QuadraPET:  Multitasking.' 

July  1981:  Home  Heating  and  Cooling, 

Animating  Integer  BASIC  Lores  Graphics, 
The  Apple  Hires  Shape  Writer,  Adding  a 
Voice  Track  to  Atari  Programs,  Machine 
Language  Atari  Joystick  Driver,  Four  Screen 
Utilities  for  the  PET,  Saving  Machine 
Language  Programs  on  PET  Tape  Headers, 
Commodore  ROM  Systems,  The  Voracious 
Butterfly  on  OSl. 

August  1981:  Minimize  Ccxle  and  Maximize 

Speed,  Apple  Disk  Motor  Control,  A 
Cassette  Tape  Monitor  for  the  .■\pple,  Easy 
Reading  of  the  Atari  Joystick,  Blockade 
Game  for  the  Atari,  Atari  Sound  Utility, 
The  CBM  "Fat  40,"  Keyword  for  PET,  CBM/ 
PET  Loading,  Chaining,  and  Overlaying. 

October   1981:  Automatic  DATA  State- 
ments for  CBM  and  Atari,  VIC  News, 
Undeletable  Lines  on  Apple,  PET,  VIC, 
Budgeting  on  the  Apple,  Switching  Cleanly 
from  Text  to  Graphics  on  Apple,  Atari 
Cassette  Eioot-tapes,  Atari  Variable  Name 
Utility,  Atari  Program  Library,  Train  your 
PET  to  Run  VIC  Programs,  Interface  a  BSR 
Remote  Control  System  to  PET,  A  General 
Purpose  BCD  to  Binary  Routine,  Converting 
to  Fat-40  PET. 

December  1981:  Saving  Fuel  $S  (multiple 
computers:  versions  for  Apple,  PET, 
and  Atari),  Unscramble  Game  (multiple 
computers).  Maze  Generator  (multiple 
computers).  Animating  Applesoft  Graphics, 
A  Simple  Printer  Interface  for  the  Apple  II, 
A  Simple  Atari  Wordprocessor,  Adding 
High  Speed  Vertical  Positioning  to  Atari  P/ 
M  Graphics,  OSl  Supercursor,  A  Look  At 
SuperPET,  Supermon  for  PET/CBM,  PET 
Mine  Maze  Game. 


January  1982:  Invest  (multiple  computers), 
Developing  a  Business  Algorithm  (multiple 
computers),  Apple  Addresses,  Lowercase 
with  Unmodified  Apple,  Cryptogram  Game 
for  Atari,  Superfont:  Design  Special 
Character  Sets  on  Atari,  PET  Repairs  for 
the  Amateur,  Micromon  for  PET,  Self- 
modifying Programs  in  PET  BASIC,  Tiny- 
mon:  a  ViC  Monitor,  Vic  Color  Tips,  VIC 
Memory  Map,  ZAP;  A  VIC  Game. 

May  1982:  VIC  Meteor  Maze  Game,  Atari 
Disk  Drive  Speed  Check,  Mtxlifying  Apple's 
Floating  Point  BASIC,  Fast  Sort  For  PET/ 
CBM,  Extra  Atari  Colors  Through  Artifact- 
ing.  Life  Insurance  Estimator  (multiple 
computers),  PET  Screen  Input,  Getting  The 
Most  Out  Of  VIC'S  5000  Bytes. 

August  1982:  The  New  Wave  Of  Personal 
Computers,  Household  Budget  Manager 
(multiple  computers),  Word  Games  (multiple 
computers),  Color  Computer  Home  Energy 
Monitor,  Intelligent  .^pple  Filing  Cabinet, 
Guess  That  Animal  (multiple  computers), 
PET/C;BM  Inner  BASIC,  VIC  Communica- 
tions, Keyprint  Compendium,  Animation 
With  Atari,  VIC  Curiosities,  Atari  Substring 
Search,  PET  and  VIC  Electric  Eraser. 

September  1982:  Apple  and  Atari  and  the 
Sounds  of  TRON,  C(>mmodt)re  Automatic 
Disk  Boot,  VIC  Joysticks.  Three  Atari  GTIA 
.Articles,  Color  Computer  Graphics,  The 
Apple  Pilot  Language,  Sprites  and  Sound  on 
the  Commodore  64,  Peripheral  Vision  Exer- 
ciser (multiple  computers),  B,«nisb  INPUT 
Statements  (multiple  computers),  Charades 
(multiple  computers),  PET  Pointer  Sort, 
VIC  Pause,  Mapping  Machine  Language, 
Editing  Atari  BASIC  With  the  Assembler 
Cartridge,  Process  Any  Apple  Disk  File. 

January  1983:  Sound  Synthesis  And  The 
Per.son-.il  Computer,  Juggler  And  Thunderbird 
Games  (multiple  computers),  Music  And 
-  Sound  Programs  (multiple  computers), 
Writing  Transportable  BASIC,  Home  Energy 
Calculator  (multiple  computers),  All  About 
Commodore  WAIT,  Supermon64.  Perfect 
Commodore  INPUTs,  Atari  Autonumber, 
Copy  VIC  Disk  Files.  Commodore  64 
Architecture. 


March  1983:  An  Introduction  To  Data 

Storage  (multiple  computers).  Mass 
Memory  Now  And  In  The  Future, 
Games:  Closeout,  Boggier,  Fighter 
Aces,  Letter  And  Number  Play  (all  for 
multiple  computers),  VIC  Music,  Direct 
Atari  Disk  Access,  TRS-80  Color  Com- 
puter Data  Base,  Apple  Subroutine 


Capture,  PET  Quickplot,  Tl  Graphics 
Made  Easy,  VIC  and  Atari  Memory 

Management. 

April  1983:  Selecting  The  Right  Word 
Processor,  Air  Defense  (multiple  com- 
puters), Scriptor:  An  Atari  Word  Pro- 
cessor, Retirement  Planner  (multiple 
computers),  Tl-99  Match-Em,  Dr.  Video 
For  Commodore,  Atari  Filefixer,  Video 
80:  80  Columns  For  The  Atari,  VlCword, 
Magic  Commodore  BASIC. 

May  1983:  The  Nevi-  Low  Cost  Printer/ 
Plotters,  Jumping  Jack  (multiple  com- 
puters), Deflector  (multiple  computers), 
VIC  Kaleidoscope,  Graphics  on  the 
Sinclair/Timex,  Bootmaker  For  VIC,  PET 
and  64,  VICSTATION:  A  "Paperiess 
Office,"  The  Atari  Musician,  Apple  Fast 
Sort,  TI  BASIC  One-liners. 

June  1983:  How  To  Buy  The  Right 
Printer,  The  New,  Low-cost  Printers, 
Astrostorm  (multiple  computers).  The 
Hawkmen  Of  Dindrin  (multiple  com- 
puters), MusicMaster  For  The  Commo- 
dore 64,  Commodore  Data  Searcher, 
Atari  Player/Missile  Graphics  Simpli- 
fied, TI  Structured  BASIC,  UnNEW  For 
The  VIC  and  64,  Atari  Fast  Shuffle, 
VIC  Contractor,  Sinclair/Timex  Screen 
Splitter. 

Home  and  Educational  COMPUTING! 

(Fall  \9S]  and  Summer  PASl  -  count  as  one 
back  issue);  Exploring  The  Rainbow 
Machine,  VR'  As  Super  t'alculator,  Custom 
Characters,  Alternate  Screens,  Automatic 
Line  Numbers,  Using  The  Joystick  (Spacewar 
Game),  Fast  Tape  Locater,  Window,  VIC 
Memory  Map. 


Back  issues  arc  $:^  each  or  six  for  $  1 5. 
Price  iiuliitk-.s  tieighi  in  the  US.  Outside 
the  I'S  add  $1  per  nuiga/ine  ordered  for 
siiilace  posia^e.  $4  ])oi-  maj^a/inc  for  air 
mail  poslai^e.  ,MI  back  issues  .subject  to 
availabilil). 


In  the  Continental  US  call 

TOLL  FREE  800-334-0868 

(In  NC  Call  919-275-9809) 

Or  write  to  COMPUTEl  Back  Issues,  P.O. 
Box  5406,  Greensboro,  NC  27403  USA. 
Prepayment  required  in  US  funds. 
MasterCard,  Visa  and  American  Express 
accepted.  North  Carolina  Residents  add  4% 
sales  tax. 


A  Beginner's  Guide 
To  Typing  in  Programs 


What  Is  A  Program? 

A  computer  cannot  perform  any  task  by  itself. 
Like  a  car  without  gas,  a  computer  has  potential, 
but  without  a  program,  it  isn't  going  anywhere. 
Most  of  the  programs  published  in  COMPUTE!  are 
written  in  a  computer  language  called  BASIC. 
BASIC  is  easy  to  learn  and  is  built  into  most  com- 
puters (on  some  computers,  you  have  to  purchase 
an  optional  BASIC  cartridge). 

BASiC  Programs 

Each  month,  COMPUTE!  publishes  programs  for 
many  machines.  To  start  out,  type  in  only  pro- 
grams written  for  your  machine,  e.g.,  "TI  Version" 
if  you  have  a  TI-99/4.  Later,  when  you  gain  ex- 
perience with  your  computer's  BASIC,  you  can 
try  typing  in  and  converting  certain  programs 
from  one  computer  to  yours. 

Computers  can  be  picky.  Unlike  the  English 
language,  which  is  full  of  ambiguities,  BASIC 
usually  has  only  one  "right  way"  of  stating  some- 
thing. Every  letter,  character,  or  number  is  signif- 
icant. A  common  mistake  is  substituting  a  letter 
such  as  "O"  for  the  numeral  "0",  a  lowercase  "I" 
for  the  numeral  "1",  or  an  uppercase  "B"  for  the 
numeral  "8".  Also,  you  must  enter  all  punctuation 
such  as  colons  and  commas  just  as  they  appear  in 
the  magazine.  Spacing  can  be  important.  To  be 
safe,  type  in  the  listings  exactly  as  they  appear. 

Brackets  And  Special  Characters 

The  exception  to  this  typing  rule  is  when  you  see 
the  curved  bracket,  such  as  "{DOWN}".  Any- 
thing within  a  set  of  brackets  is  a  special  character 
or  characters  that  cannot  easily  be  listed  on  a  print- 
er. When  you  come  across  such  a  special  state- 
ment, refer  to  the  appropriate  key  for  your  com- 
puter. For  example,  if  you  have  an  Atari,  refer  to 
the  "Atari"  section  in  "How  to  Type  COMPUTEl's 
Programs/' 

About  DATA  Statements 

Some  programs  contain  a  section  or  sections  of 
DATA  statements.  These  lines  provide  informa- 
tion needed  by  the  program.  Some  DATA  state- 
ments contain  actual  programs  (called  machine 
language);  others  contain  graphics  codes.  These 
lines  are  especially  sensitive  to  errors. 

If  a  single  number  in  any  one  DATA  statement 
is  mistyped,  your  machine  could  "lock  up,"  or 
"crash."  The  keyboard,  break  key,  and  RESET  (or 
STOP)  keys  may  all  seem  "dead,"  and  the  screen 

328    COMPUTE!    November  1983 


may  go  blank.  Don't  panic  -  no  damage  is  done. 
To  regain  control,  you  have  to  turn  off  your  com- 
puter, then  turn  it  back  on.  This  will  erase  what- 
ever program  was  in  memory,  so  always  SAVE  a 
copy  of  your  program  before  you  RUN  it.  If  your 
computer  crashes,  you  can  LOAD  the  program 
and  look  for  your  mistake. 

Sometimes  a  mistyped  DATA  statement  will 
cause  an  error  message  when  the  program  is  RUN. 
The  error  message  may  refer  to  the  program  line 
that  READs  the  data.  The  error  is  still  in  the  DATA 
statements,  though. 

Get  To  Know  Your  Machine 

You  should  familiarize  yourself  with  your  com- 
puter before  attempting  to  type  in  a  program. 
Learn  the  statements  you  use  to  store  and  retrieve 
programs  from  tape  or  disk.  You'll  want  to  save  a 
copy  of  your  program,  so  that  you  won't  have  to 
type  it  in  every  time  you  want  to  use  it.  Learn  to 
use  your  machine's  editing  functions.  How  do 
you  change  a  line  if  you  made  a  mistake?  You  can 
always  retype  the  line,  but  you  at  least  need  to 
know  how  to  backspace.  Do  you  know  how  to 
enter  inverse  video,  lowercase,  and  control  char- 
acters? It's  all  explained  in  your  computer's 
manuals. 

A  Quick  Review 

1)  Type  in  the  program  a  line  at  a  time,  in  order. 
Press  RETURN  or  ENTER  at  the  end  of  each  line. 
Use  backspace  or  the  back  arrow  to  correct 
mistakes. 

2)  Check  the  line  you've  typed  against  the  line  in 
the  magazine.  You  can  check  the  entire  program 
again  if  you  get  an  error  when  you  RUN  the 
program. 

3)  Make  sure  you've  entered  statements  in  brac- 
kets as  the  appropriate  control  key  (see  "How  To 
Type  COMPUTEl's  Programs"  elsewhere  in  the 
magazine.) 


Wd'  regret  that  we  are  no  longer  able  to  respond  to 
individual  inquiries  about  pra^^rams,  products,  or 
services  appearing  in  COMPUTE!  due  to  increasing 
publication  activity.  On  those  infrequent  occasions 
when  a  published  program  contains  a  typo,  the  correc- 
tion will  appear  on  the  CAPUTE!  page,  usually  xoithin 
eight  weeks.  If  you  have  specific  questions  about  items 
or  programs  lohich  you've  seen  in  COMPUTE!,  please 
send  them  to  Readers  Feedback,  P.O.  Box  5406, 
Greensboro,  NC  27403.  © 


How  To  Type  COMPUTEI's  Programs 


Many  of  the  programs  which  are  listed  in  COMPUTE!  contain 
special  control  characters  (cursor  control,  color  keys,  inverse 
video,  etc.).  To  make  it  easy  to  tell  exactly  what  to  type  when 
entering  one  of  these  programs  into  your  computer,  we  have 
established  the  following  listing  conventions.  There  is  a 
separate  key  for  each  computer.  Refer  to  the  appropriate 
tables  when  you  come  across  an  unusual  symbol  in  a  program 
listing.  If  you  are  unsure  how  to  actually  enter  a  control 
character,  consult  your  computer's  manuals. 

Atari  400/800 

Characters  in  inverse  video  will  appear  like 
Enter  these  characters  with  the  Atari  logo  key,  (Al 

Hhsn   yisu   ss<  Typ*  Sff* 


tup} 

(DCNM) 
CLEFT} 
CRIBHT> 
(BACK  S} 
CDELETEJ 
{INSERT} 
{DEL  LINE} 
CINS  LINE} 
{TAB  J 
tCLR  TAB} 
{SET  TAB} 
(BELLJ 
CE5C} 


ESC  SHIFT  < 

ESC  CTRL  - 

ESC  CTRL  - 

ESC  CTRL  + 

ESC  CTRL  » 

ESC  DELETE 

ESC  CTRL  DELETE 

ESC  CTRL  lf*SEftT 

ESC  SHIFT  DELETE 

ESC  SHIFT  INSERT 

ESC  TAB 

ESC  CTRL  TAB 

ESC  SHIFT  TAB 

ESC  CTRL  2 

ESC  ESC 


< 

£1 
U 
□ 

□ 


Graphics  characters,  such  as  CTRL-T,  the  ball  character  •  will 
appear  as  the  "normal"  letter  enclosed  in  braces,  e.g.  (Tt. 

A  series  of  identical  control  characters,  such  as  10  spaces, 
three  cursor-lefts,  or  20  CTRL-R's,  will  appear  as  !10 
SPACES),  13  LEFT),  120  Rl,  etc.  If  the  character  in  braces  is 
in  inverse  video,  that  character  or  characters  should  be  en- 
tered with  the  Atari  kigo  key.  For  example,  t  ii !  means  to 
enter  a  reverse-field  heart  with  CTRL-comma,  (  Sin  )  means  to 
enter  five  inverse-video  CTRL-U's. 

Commodore  PET/CBMA/IC/64 

Generally,  any  PET/CBM/VlC/64  program  listings  will  contain 
words  within  braces  which  spell  out  any  special  characters: 
!  DOWN )  would  mean  to  press  the  cursor  down  key.  ( 5 
SPACES  1  would  mean  to  press  the  space  bar  five  times. 

To  indicate  that  a  key  should  be  s/n/tt'd  (hold  down  the 
SHIFT  key  while  pressing  the  other  key),  the  key  would  be 
underlined  in  our  listings.  For  example,  S  would  mean  to 
type  the  S  key  while  holding  the  shift  key.  If  you  find  an 
underlined  key  enclosed  in  braces  (e.g.,  (10  N) ),  you  should 
type  the  key  as  many  times  as  indicated  (in  our  example, 
you  would  enter  ten  shifted  N's).  Some  graphics  characters 
are  inaccessible  from  the  keyboard  on  CBM  Business  models 
(32N,  8032). 

For  the  VIC  and  64,  if  a  key  is  enclosed  in  special  brackets, 
fc  5],  you  should  hold  down  the  Commodort  key  while  pressing 
the  key  inside  the  special  brackets.  (The  Commodore  key  is 
the  key  in  the  lower  left  corner  of  the  keyboard.)  Again,  if 
the  key  is  preceded  by  a  number,  you  should  press  the  key 
as  many  times  as  indicated. 

Rarely,  you'll  see  in  a  Commodore  64  program  a  solitary 
letter  of  the  alphabet  enclosed  in  braces.  These  characters 
can  be  entered  by  holding  down  the  CTRL  key  while  typing 
the  letter  in  the  braces.  For  example,  {A  }  would  indicate  that 
you  should  press  CTRL- A. 

About  the  quote  mode:  you  know  that,you  can  move  the 
cursor  around  the  screen  with  the  CRSR  keys.  Sometimes  a 
programmer  will  want  to  move  the  cursor  under  program 
control.  That's  why  you  see  all  the  {LEFTl's,  {HOMEl's, 
and  [BLUJ's  in  our  programs.  The  only  way  the  computer 


can  tell  the  difference  between  direct  and  programmed  cursor 
control  is  the  quote  mode. 

Once  you  press  the  quote  (the  double  quote,  SHlFT-2), 
you  are  in  the  quote  mode.  If  you  type  something  and  then 
try  to  change  it  by  moving  the  cursor  left,  you'll  only  get  a 
bunch  of  reverse-video  lines.  These  are  the  symbols  for 
cursor  left.  The  only  editing  key  that  isn't  programmable  is 
the  DEL  key;  you  can  still  use  DEL  to  back  up  and  edit  the 
line.  Once  you  type  another  quote,  you  are  out  of  quote  mode. 

You  also  go  into  quote  mode  when  you  INSerT  spaces 
into  a  line.  In  any  case,  the  easiest  way  to  get  out  of  quote 
mode  is  to  just  press  RETURN.  You'll  then  be  out  of  quote 
mode  and  you  can  cursor  up  to  the  mistyped  line  and  fix  it. 

Use  the  following  tables  when  entering  special  characters: 


Claar   Screen 
Cursor   Up 
Cursor  Dot«i 
Cur%ar   L>ft 
Cursor    Right 
Backapacc 
Dslstc   charactBT 
Insert    character 
Delete    line 
Insert   line 
TAB  key 
Clear   tab 
Set    tab    stop 
Ring    buz2er 
Escape   key 


SHIFT 

CLR/HOME 

CLK'HOME 

SHIFT 

f  CRSR  ^ 

When  You 

Read:     Piess: 

{CLEARl 

[home) 

[UPl 

I  DOWN) 

[left! 
(right) 

iRVS) 
(OFF) 
iBLK) 
(WHT) 
(RED} 

(cyn) 
[pur) 


See: 


When  You 
Read:         Piess: 


f  CRSR^ 

SHirr 

•>CRSR>* 

^-CRSR"^ 

CTRL 


CTRL 

1 

CTRL 

2 

CTRL 

3 

CTRL 

4 

m 


(grn) 

CTRL            6 

(blu) 

CTRL            7 

(YEL) 

CTRL            B 

IFI) 

fl 

1F2) 

f2 

(F3} 

B 

{F4) 

f4 

iFS) 

is 

lF6} 

a, 

(F7) 

n 

{F8] 

« 

■4 

«- 

Tl 

T 

SHIFT 

See: 


ss 


All  Commodore  Machines 

Clear  Screen    {CLRl 
Home  Cursor  {  HOME} 
Cursor  Up       (UP) 
Cursor  Down  { DOWN } 
Cursor  Right  (RIGHT) 


Cursor  Left  (LEFT) 

Insert  Character     {  INST) 
Delete  Character   [DEL} 
Reverse  Field  On  [RVS) 
Reverse  Field  Off  {  OFF ) 


Apple  It  /  Apple  II  Plus 

All  programs  are  in  Applesoft  BASIC,  unless  otherwise 
stated.  Control  characters  are  printed  as  the  "normal"  char- 
acter enclosed  in  brackets,  such  as  I D  !ifor  CTRL-D.  Hold 
down  CTRL  while  pressing  the  control  key.  You  will  not  see 
the  special  character  on  the  screen. 

Texas  Instruments  99/4 

The  only  special  characters  used  are  in  PRINT  statements  to 
indicate  where  two  or  more  spaces  should  be  left  between 
words.  For  example,  ENERGY  110  SPACES)  MANAGE- 
MENT means  that  ten  spaces  should  be  left  between  the 
words  ENERGY  and  MANAGEMENT.  Do  not  type  in  the 
braces  or  the  words  10  SPACES.  Enter  all  programs  with  the 
ALPHA  LOCK  on  (in  the  down  position).  Release  the  ALPHA 
LOCK  to  enter  lowercase  text. 

November  1983    COMPUTCl    329 


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TmSLMKI                                         1           1 

VIC-20/C-64 

TERMINAL  SOFTWARE 

SAVE  DATA  ON  CASSETTE 

OUTPUT  TO  PS  INTER 

UPLOAD./DOWNIOAD  PflOCRAMS 

SlQreyoufdcifoontQpt.  feoditbocfc.  dowdlood.ormake 
Q  primed  iopy  off  lire.  Save  on  line  time   i^equirei  8K  or 
rnofe  EXP  on  VIC.    (Disk  Venion  $27") 
<t  O  ^  95  ON  CMSiTTE 

^  £*t      sncirr  vie  on  c-64 

Alto    Avoiloble    -   Moth    Tutor   (more    Ifiari    rr^ere   drill)    odd 

wljf.ocf  ■  mulri,  -  div.  ■  4.95  eo-  Of  all  4  -  12.95 

Now  Available!  Chriitmof  (Graphicl&  Sound) 


"EASY-BYTER" 

EPROM  PROGRAMMER 

FOR  VIC  &  64 

$89^^  ON  CASSETTE 


tp*c>fr  *"c  "  4* 


.'■'y  bjMirtd  niih  buill  kn  pi 
lupphfii  Double'  'cgulo 
dkiiQn  on  VPP  Supply  pfii 
ipili«t  thai  con  dvil'oy  Epro 
)t\Uttt     U5ER     PORT.     Iao 


mpofi! 


n  poi 


■fre 


Modjlai    {3    ol 

^Qur  thon.^  jrul^/d^d  w>lh  6i'd«r. 

oTh«(i  ophonal  ^iS.OO] 
Chittki     «iavoi«.     iionil»n     BO^^ 

diQio  u  SAM,  v*iili«i 
Z  I  F    uKk^t 


ELECTROSHARP   TECHNOLOGIES 

1981  SANDALV^OOD  DR.,  SANTA  MARIA,  CA   93455 
Check,  Money  Order,  sr  C.O.D.   805-912-4095 

Colli.  Rnidinti  Add  «%  80S-736-02Bfi 


HEXADECIMAL  DESK  CLOCK 


Solid  mahogany  timepiece  represents  the 
time  in  base  sixteen.  Features  include: 
handrubbed  finisli,  gold  tone  characters 
and  liands,  and  a  quartz  movement 
accurate  to  within  10  seconds  per  month. 
Clocl(  measures  iVi  in.  square,  can 
be  bung  (bracl(et  included),  and  runs  lor 
over  1  year  on  a  standard  AA  battery. 
An  attractive  addition  to  the  work  area  of 
any  computer  professional  or  hobbyist. 
Only$18.95plus$1.50 shipping  &  handling. 

PA  residents  add  6%  sales  tai. 
Please  allow  3-5  weeks  for  delivery. 
Send  clieck  or  manev  order  to: 

aXGXTXME 

P.O.  Box  403,  Ambler,  PA  19002 


330    COMPlfrt!    November  1963 


I  n  PRICE  IINTRODUCTION 


VIC  •  C-64  •  TI-99 


Spreadsheet 

19.95 

rile  Manager 

19.95 

Word  Processor 

14.95 

Payroll 

14.95 

Mailing  List 

14.95 

Inventory 

14.95 

Statistics 

14.95 

Personnel  Rle 

14.95 

ChecktKMk 

9,95 

Budget 

9.95 

California  Restaents  add  6.5%  Tax 
For  FREE  Catalog  Write: 


\^ 


Va/orum 

441  Clyde  Ave.  A 
Mtn.  View,  CA  94043 
(415)  968-8500 


VIC-20 


MATH  MENACE $9.00 

Kids  fighi  off  alien  invaders  while  drilling 
in  ADDITION,  SUBTRACTION.  MULTI- 
PLICATION and  DIVISION. 

BLACKJACK    $9.00 

GREAT  GRAPHICS'  Las  Vegas  style. 
All  options;  Split  Pairs,  Double  Down, 
etc. 

LETTER  WRITER $9.00 

For  use  with  your  VIC  PRINTER. 

CHARACTER  DESIGNER  .   $9.00 

Design  CUSTOM  CHARACTERS  for 
use  in  your  own  game  programs, 

•  ALL  PROGRAMS  RUN  ON  LINEXPANDEO 
VIC     {3  5K1 

•  BUY  ALL  4  PROGRAMS  FOR  $30  00  AND 
RECEIVE  A  BONUS  PROGRAM  FREE' 

ADD  ST. 00  FOR  POSTAGE 


IVIarshlVlallow  Software 

Box3810Bozoman.lVIT59772 


VIC-20  Trademark  oi  Commodore  Busjness  Macfiines 


ylJ^a^AMAMiiJ' 


STOCK  HELPER" 

Connnnodore  64 

Stock  HELPER  is  a  tool  to  maintain  a  his- 
tory o1  stock  prices  and  market  indicators 
on  diskette,  to  display  charts,  and  to  cal- 
culate moving  averages.  Stock  HELPER 
was  designed  and  written  by  a  "weekend 
invtsstor"  for  other  weekend  investors. 
Stock  .HELPER  is  available  for  S30.00 
U.S.  or  S37'.O0  Canadian  plus  shipping. 

(M)agreeabia  software,  inc. 

5925  fVlagnolia  Lane  •  'Plymouth.  fvIN  55442 

(612)559-1-08 

HELPER  IS  a  irademaih  ol  iMIagrmadi'! Software  Inc 
Commodore  is  a  trarfemarl(  ol  Commodo.  e  Electronics  Lid 


ME24K 

24K  RAM  memory 

expansion  unit  for 

Commodore  Vic  20"" 

$94.99  +  $3.00  for 
shipping  and  handling 

Address  orders  and  inquiries  to: 

Z]  Computer 
Techniques 

P.O.  Box  80756 
Sioux  Falls,  S.D.  57116 

Vic  20  is  a  trademark  of 
Commodore  Electronics  Ltd. 


KINDER  KONCEPTS 

30  PROGRAMS  FOR  KINDERGARTEN  CHILDREN 

READING  READINESS.  MATH  CONCEPTS, 

PERCEPTION,  COLORS.  SHAPES.  ETC 

Disks  S39.5Dfor5  programs' 

All  30  on  1  disk  witfi  Backup  -  S175.00 


For  COMMODORE  PET-    and  64,™ 
and  APPLE II -(- 


We  also  carry  "Master  GrafleB",  '■fiflulliple  Clioice", 

■'Foolball  Scout"  and  other  useful  programs  lor 

teachers 

Pleaje  add  S2.00  per  disk  lor  sfiipping  i  Itandling. 


MIDWEST  SOFTWARE 

BOX  214  •  FARMINGTON,  Ml  48024 
Pfione:  313-477-0897  (4:00  pm  -  11:00  pm) 


Please  send  lor  complete  descriptions  and  ordering 

inlormalion. 

•  Sample  disk  witti  2  programs  tor  $10,00, 

'    and  TM  trademarks  ol  CommMore  Business  Machines 

and  Apple  Compuier  Company 


VIC-20  USERS 

CARTRIDGE  BACK-UP 

•  PROTECT  YOUR  INVESTMENT 

•  BACK-UP  YOUR  CARTRIDGES  ONTO 
CASSETTE  OR  DISK 

•  SAVES  WEAR  ON  YOUR  CARTRIDGES  AND 
THE  MEMORY  PORT 

•  BACKED-UP  CARTRIDGES  RUN  LIKE 
ORIGINALS  (BK  RAM  REQUIRED) 

•  SYSTEM  IS  AN  EASYTO  USE  PROGRAM  AND 
A  HIGH  QUALITY  CARTRIDGE  INTERFACE 
BOARD 

$49.95  POST  PAID 

CASSETTE  BACK-UP 

•  PROTECT  YOUR  INVESTMENT 

•  BACK-UPANYCASSETTETAPEONTOTAPE 
OR  DISK 

•  EASY  TO  USE  PROGRAM 

•  REQUIRES  NO  USER  MEMORY 

$19.95  POSTPAID 
VISA/MASTERCARD  ORDERS: 

PHONE  (21 5)  289-4803 
SEND  CHECK  OR  MONEY  ORDER  TO: 
E-M  TECHNOLOGIES 
P.O.  BOX  185 

DOWNINGTOWN,  PA.  19335 
PA.  RESIDENTS  ADD  6% 
6  MONTH  REPLACEMENT  GUARANTEE 


•  Convenltnt 

•  Saws  Time 

•  Fits  All  Models 

Improves  Accuracy 

•  29  Peel-and-Stick  Symbols 
to  Label  each  Graphics  Key 

)  ORDER  send  $5.95  ctwck  or  money  ordti 
frexns  residents  add  5%  sales  tiix)  la: 

DOVESTAR  CREATIVE  CONCEPTS 

P.  O.  BoK  21()9,  Dept  3113,  Nedetland.Texas  7/627 

I4OT1  727  5978  |no  colled  calls,  please)  or: 

MASTERCARD  and  VISA  customers  callTolfhee 

Monday-Friday  9  a.m.  -  5  p.m.  Central  Time  Zone  - 

1  800-531-7383  (In  Texas  1-B0O-Z92-S098) 

Alter  dialing,  gel  a  second  dial  tone,  WATT  for  o^n^rfllu: 

and  ask  for  "EXIT^ESS  NUMBER  103/" 

DEALER  INQUIRIES  RECOMMENDto! 

Alan  TM  of  Atari.  Inc. 


GIVE  YOURSELF  ONE  FOR  CHRISTMASI 


CREATIVE  FINANCE 
FOR  THE  C-64 

A  FULL  feature  finance  systenn  that  is  truly 
PERSONAL.  Ctieck  ttiese  Features!!! 

•  Keeps  running  totals  of  savings,  charges, 
loans,  etc. 

•  Stores  alt  transactions  for  a  complete  record 
system. 

•  Sorts  by  24  categories  (easily  expanded  to 
100  if  you  lil<e). 

•  Sorfs  ouf  tax  deductible  items. 

•  Complete  budgeting  system. 

•  Easy  and  quick  to  use. 

Best  of  all,  CREATIVE  FINANCE  comes  with  a 
program  listing  and  complete  instructions  on 
how  to  tailor  the  system  to  YOUR  personal 
needs.  Disk  system  only! 
Send  check  or  money  order  for  $34.95  to: 

Creative  Image 

P.O.  Box  9,  Green  Bay,  Wi,  54305 


FREE   FREE   FREE 
for  C64/V20* 

One  3  piece  bet  of  the  finest  qujlity.  hdiid 
made  computer  covers  for  the  C64/V20* 
printer  jnd  disk  drive.  A  $2i.95 
value!. ..When  yuu  enter  your  one  yejr 
subscription  to  SOFTYPE...Why  spend  hours 
of  typing?. ..Avoid  frustrations!;!  Let  SOFTYHE 
do  It  for  you!, ..for  as  little  as  $3.99,  we  '.Mli 
send  you  one  menu  driven  t,ipe  or  diskette '  ' 
3  month  with  dll  the  public  donuin  pruyrdiiis 
for  your  C64/V20"  printed  in  the  monthly 
isiues  of  this  magazine  tJider 
now!!!. ..before  the  Christmas  rush. 

u    C64"  1  year  subscription  to  SOFFYPE 
□    V20'  (withFREEcovefs)S47  0(i 

u    Sel  of  ihree  covers...  Oiilyi2Jy.7 

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D    Onemonlhof'SOFTYPE..,  $jI  99 

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SOFTYPE 

1807  Cobble  Creek 
Houston,  Texas  77073 

•TRADl.MAKKOf  CC)M.M01X)Kt  BUSINESS  ,MA(.11INLb 
VOU  PAV  ONilV  FOR  THE  SERVICE  AND  lAPE 
THE  PRCK.KA.MS  ARE  fREE 


November  1983    COMPUTEI     331 


ReducO'"' 


.rtoJ^ 


The  Banner  Machine '=  -S49.95 

*For  Ihe  Commodore  64,  lape  or  disk (5  fonis) 

•  For  Ihe  VIC-ZO  wiih  24K  memory  and  disk 
•ForiheTRS-BO  I  &  III  with  32K  lape  or  48K  disk 

•  Print  on  any  Epson  RX.  FX.  or  MX  with  Crafliax: 

CBM  1525;  Gemini  lOX;  or85J0  Prowrner 

•  Uses  doi  graphics  instead  of  block  graphics 

•  Menu-driven  prograni  operates  like  a  word  processor 
•Makes  signs  up  to  13"  lall  by  any  length  (TRSSO:  10') 

•  Makes  borders  of  variable  width  up  to  '■*  inch 

■  e  Sizes  of  letters  from  ^* '  to  8  Vi "  high  (TRS-60: 10  sizes) 
•Proportional  spacing 

•  Automatic  centenng;  Right  and  left  justifying;  Tab 
•Specify  equipment  and  configuration  when  order.ng 


-i 


Cardinal  Software 

Virginia  Micro  Systems 
:364G  ]ef(  Davjs  Hiqhway 
WODdbndtio,  Virginia  22191 
Phone  (71)3)  491-SS02 


HOME  BUDGET 

FOR 

COMMODORE  64^ 

COMPLETE  sv'IBrn   for  planning  and  track- 
ing your  home  budget 

RECORD  tax  deductabiB  item*,  bank  charges, 
depositi  &  expenses 

RECALL  data    by   cataeory,    month   and 
amount 

CALCULATION  otali  balances 

POWERFUL   tax  tool 

EASY  to  use  documentation 

MENU  driven  with  PRINTER  option 

$29.95 

SPECIFY  TAPE  OR  DISK 

RMC  SYSTEMS  CO.,  INC. 
244Scherr  Hills 

Berrien  Springs,  Ml  49103 
(616)  683-6829 

D«ater  lr\aulrl«  InyllflCt, 

Commodor*  64  li  4  ragl]tar«d  trademark 
of  Commodorfl  Business  MachlnM, 


J 


EflVE  DN 
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UP  TO  30°/oOFF  LIST  FOR 

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ViC  20    APPLE-  TI99/4A 


DISK  DUPLICATOR 
FOR  COMMODORE 
SINGLE  DISK  DRIVES 

(1540,  1541  and  2031  used  with  a 
VIC-20,  commodore  64,  CBM  4000  or 
CBM  8000  computer! 

DISK  DUPLICATOR  provides  you  a  fast 
and  easy  way  to  make  back-up  copies  of 
your  precious,  irreplaceable  diskettes.  En- 
joy the  convenience  of  a  dual  disk  drive 
without  Ifie  expense.  DISK  DUPLICATOR  is 
100%  MACHINE  LANGUAGE,  100%  FAST, 
and  most  importantly,  1 00%  AFFORDABLE 

Don't  let  an  accident  or  mistake  catch 
you  without  back-up  copies  of  all  your 
diskettes.  ORDER  "DISK  DUPLICATOR" 
TODAY  at  thespecial  introductory  price  of 
only  SI  4.95  postage  paid  (cfieck  or  money 
order  only  please). 

H&H  ENTERPRISES  DEPT.  1230 

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MILWAUKEE,  WISCONSIN  53209 


DISKETTES 

1.35 

100%  CERTIFIED 


TO  ORDER  CALL 
1-800-322-DATA 

DISCOUNT  DATA  SUPPLY 

RO.  02183 
PORTLAND,  OR  97202 

LIMIT  100  DISKEnES  PER  ORDER 


L 


ALSO  AVAILABLE  AT  LOW  PRICES! 
GAME  CARTRIDGES  FOR  COLECO- 
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Write  for  our  FREE  Catalog 
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354  Lancaster  Ave.,  Suite  212 
.Haverford,  PA.  19041 


332    COMPUTE!     November  1983 


SOFTWARE 
COMMODORE  64 


TtteSlatt:  Polyphonic  Music  Edilorigeneralor. 
Enter  up  to  93  measures  of  3  part  harmony  on 
easy  10  use  graphic  display.  Disk:  S22.95  for  64. 
S17.95  for  VIC.  Tape:  $19.96  for  64.  S14.95  lof 
VIC.   Add   11-50   for   Postage  and   Handling. 

We  have  a  large  selection  of  software  for  ifie 
64— Word  Processors,  Data  Base,  Mailing  List, 
Accounting  Package,  Spread  Sheet.  Education, 
a!  Applicalions,  Home  and  Personal  Record 
Keeping,  Programmers  Aids,  Games 


ASK  FOR  FREE  CATALOG 


Check  or  Vi&a,  MasterCard  accepted 

PROFESSIONAL  MICRO  SERVICE 

100  W.  22nd  St.,  Baltinnore,  Md.  21218 

3O1-36&O010 

Dealer  inquiries  invited. 


GAMBLERS 
T1-99/aA  PROGRAMS 

Practice  "Texas  Holdem",  A  poker 
game  that's  tfie  rage  of  tfie  gambling 
casinos  and  card  rooms.  Written  in 
standard  basic  bv  a  gambler  for  a 
gambler,  you  can  bet,  check,  fold  and 
analyze  what  hand  is  tieeded  to  win 
the  pot.  Why  piav  against  the  house? 
"HQldenr  is  played  at  tables  provided 
by  the  casinos.  Practice  at  home  then 
have  the  edge  when  you  go  to  a  ca- 
sino or  card  room. 

Also  available  "Keno".  Practice  the 
game  v^fith  the  big  money  payoff. 
Other  casino  games  available  soon, 
send  S21.95  check  or  mo.  -i-  S2.00  ship- 
ping for  each  cassette  and  instruc- 
tions, Washington  residents  add  S1.60 
sales  tax. 

CAM8LERS  HELPER 
HOUSE  OF  SOFTWARE 

P.O.  BOX  2797 
TRI-CITIES,  WA.  99302 

"THE  GAMBLERS  FRIEND" 


Tl  99/4A 

ENHANCE  YOUR  CHILD'S 
MUSIC  EDUCATION 

with  fun  skill-building  games. 
Sound,  color  graphics  — 
Progressing  levels  of  play. 
Levels  1-3 

"Notes  in  a  Nutshell'— 5  finger  patterns 
"Lollipops  and  Lemons'— Note  names 
"Oraate  a  Creatu  re'— Sig  htreadi  ng  gro  ups 
"Ski  with  a  Count'— Note  values 

Levels  2-4 

"Artesian  Escape'— 8th  or  1 6tfi  note  patterns 
"On  the  Beating  Path'— 6/8  rhythm  or  16th  notes 
"Extra-terrestrial  Rescue'— Order  of  stiarps  or 

flats— (Joystick  required) 
"Pizza  Go  Round'— fvlajor  keys  (Joystick 

required) 
"Dine  with  Dragons'— fuHnor  keys 

Disk  or  Cassette  — 
EXTENDED  BASIC  REQUIRED 

SI 9.95  plus  SI .50  Shipping 
Colorado  residents  add  4%  tax 

SOUNDWARE 

P.O.  Box  7026,  Contract  Slat,  #6 

Littleton,  CO  80123 


Centronics® 
152-2 


Replacement 
Ribbon 


Ivlanufactured  by  Aspen  Ribbons.  Inc. 
Buy  direct  from  manufacturer  &  save. 

Standard  ink  color  is  black.  Red,  green, 
blue,  brown,  &.  purple  colors  are 
available  for  S2.00  extra  per  ribbon, 

PRICES 


Centronics-  152-2  S3, 75  to  S6.50  ea. 
Price  depends  on  quantity  ordered. 


CALL  FOR  FREE  CATALOGUE. 

'Aspen  RibDons,  Inc  is  not  affiliate'"!  witn  any 
company  meniioneO  in  this  ad. 


Aspen  Ribbons,  '"ic,  i7oon  ssihst 

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Wholer  die:  300-526-9966 


WmMMMMMMMmMMMMMMMMM 

[get  the  most  from; 

j     YOUR  VIC-20/C64     ! 


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POST 

■  CONTROLS  TW"  &S^ETIE  r.«JTCn 

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RKORDfB 

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IjCHARGE  OR  COD  ORDERS  CALL| 

1-800-227-3800 

ASK  FOR  OFERAtOB  US 

BYTjL.l%l£t.  SMTTtE.  WA  laitr 


FREE  CATALOG  ! 

HOME,  EDUCATIOMAL,  AMD 
BUSINESS  SOFTWARE 
fOR  THE  VIC  AND  64 


new  Items.... 
Mailing  List/64  Disk  features  sort- 
ing and  mailing  labels.  $16.00 
Typing   Practice   improves  typing 
speed  and  accuracy.  64/disk  $8.00 
VIC/TAPE  $6.00 


Over  50  other  titles! 

Low-Pricedl  Practical! 

Put  your  VIC  or  64  to  work  with 

quality  software  from 

Farthest  Fringe  S.A. 
101  Highway  Blvd. 
n.  Pekin,  IL  61554 


EXCALIBER  ENTERPRISES 

carries 
SOFTWARE 

for  your 

•  Commodore  64 

•  VIC-20 

•  Texas  Instruments  99-4/A 

•  Timex  Sinclair  1000 

•  Atari  Home  Computers 

Official  Company  and  Third  Parly  Software 
Hardware  Peripfierals  Also  Avaifable 

For  Your  FREE  Catalog 

Circle  Reader  Card  Number 

Available  in  the  Advertiser  Index 

or  Write 

Excailber 

Enterprises 

Dept.  N83 

Box  4775 

Riverside,  CA  92514 

(714)  359-8567 


R.I.S.T.  Inc.  ANNOUNCES 

SPEECH 
SYNTHESIZER 

SALE 


$59 


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Apple  II,  11"^ 

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Commodore  64,  VIC  20 

ZXSO/81  and  TSIOOO 

Regularly  SS9.9S 

Now  Only  $59.95*  S4.oo sh/hd.| 

Complete  or  Starter  KItt  Available 


■  '  '  10  Day  Money-H.ick  Gu.i'anlei? 
Send  check  oi  M  O    COD  ado  SI  iOKi  R  l  S  T  Inc 
Depl    GZIO        PO    Bo»  499  Fl    Haniillor  Stalron 
Brooklyn,  NY    11209   21S-?59-4934 
N  VS    RESIDENTS  ADOS'. %  TAX  


VIC 


32K  STATIC  RAM  $99 

4  SLOT  BUSS  EXPANDER     $44 
DIRECT  CONNECT  MODEM  S99 
PROM  BURNER 
2716  2732,2764,27128        S59 

COMMODORE 

DIRECT  CONNECT  MODEM  S99 
7  SLOT  BUSS  EXPANDER  $69 
BUFFERED  EPROM  BOARD  $69 

WRITE  FOR  MORE   INFO 

IBM  APPLE  CBM  COMPAT  I  BLE 

PRODUCTS  AND  BARE  BOARDS 

BAZ  ELECTRONICS 
PO  BOX  4895 
FEDERALWAY.WASH  98003 
800-858-8020 

VISA  MASTERCARD 


VIC  20/COMMODORE  64  ASSEMBLER 

•  Edilor/Assembler  Monitor  Package 

•  Full  Featured  Assembler 

•  Oulstanding  Machine  Language  Text  Editor 

•  Complete  Machine  Language  Monitor 
including:  Hex  Dump.  Dissassembler,  Load, 
Save,  Change,  Trace,  etc.  indispensable  lor 
Assembly  Language  debugging. 

•  Full  Documentation 

•  Fully  Co pyable 

PRICE  $50.00 (U.S.  FUNDS)  COMPLETE, 

DISK  OR  CASSETTE 
Minimum  SK  Memory  Expander  required  on  VIC  20 


VIC208K 16K 24K 32K addon 

memory    Commodore  64 

Disk Cassette 

Name   

Address 

City 


Stale 


Zip. 


Send  Clieck  or  Money  Order  to: 

(Allow  3  weeks  for  checks) 

MICOL  Systems 

P.O.  Box  5150 

Whittier,  CA  90607-5150 

MICOL 

Quality  Systems  Software 

DEALER  INQUIRIES  WELCOME 


•  Screen  edit 

•  Up  to  to  labs 

•  Search]  and  replace 

•  Save/loao/merge 
files 

•  1024  color 
combinations 


WORDPROCESSING  FOR  THE 
VIC-20  AND  C-64 

Be  more  creative  and 

efficient  by  using  the 

^     ./    \   \     Sciiiei  easy-to-learn 

^e/Uo*  I   I     menu-driven  features. 

Within  minutes  use: 

•  Move  *  Insert 

•  Delete  •  Scrol 

•  Word  wrap         •  Center 

•  Formatted  prmting:  Margin 
adjust,  right  juslify;  Single, 
double,  or  triple  space 

•  With  some  printers 
graphics,  underline,  and 
special  characters 

For  a  limited  tl me  you  can  Obtain  the  Simit  at 

a  Special  ItJtroductory  Price: 

VIC-20  (Specify  16K 

or  24K  version)  ^^^'    ^'^-^ 

Commodore  64  version       "^M!^^     S19.9S 

Add  $3.00  lor  discs.  Specify  your  type  and 

model  printer. 

Send  a  check  or  money  order  (Including 

$3.00  for  mailing)  to: 

Sct^  Associates 

P.O   Box  292648.  Dayton.  OH    45429 

Allow  3  weeks  for  personal  checks 

Ohio  residents  add  6%  sales  tan 

VIC-2(>  and  C-64  are  trademarks  ot 

Commodore  Business  Machines,  inc 

Dealer  Inquiries  Welcomed 


SAVE  MORE 

THAN  EVER  ON 

3M  Scotch 

DISKETTES! 


$195  f::::  $9  70- 

B  Qly,  20  (745)-—        ^^Qty   20 

5-4    SSQD—96TPI  (746)    S2.89  ea 

5'<    DSQD— 96TPI  (747)     S3.9S  ea 

(Speoly  soft,  10  Of  16  sector,) 

6    SSSD  (740)    S2.07  ea 

e   SSDD(741)   S2.54aa 

a    DSDD  1743) S3.30Ba 

(Specit/  SOU  or  32  sector.) 

Save  even  more  on  quantity  orders! 

I^inmum  Order  20  diskettes  Add  $3,00  snipping 

per  200  diskettes  COD-  charge  St  65  additional. 

Visa  •  Mastercard  ■  Checks 

For  fast  service,  call 

DISK  IMORLD! 

Nationwide:  1-800-621-6827 

In  Illinois:  312-944-2788 

Sui^e  4806  .  30  East  Hu^on  Streer  •  Ctiicago.  lliinQ.s  606 tl 


Aulho/tzed  Oish-itMJtor 
Information  Processing  Products 


And  now 
for  your 

64 

Note 
Pro 


30t.366-813e 


|.. 


powerful  Utility  Software 
lor  creating 


•  MUSiC 

•  SOUND  EFFECTS 

•  HI-RES  GRAPHICS 


Note  Pro  I— starter  sound  and 
music  editor.  Tape-S24.95, 
Di5kS27.95 


Note  Pro  II  —  Advanced  sound 
and  music  editor  Tape-$4&.96, 

Disk.S49.9S 


Note  Pro  Bridge— Copyable 
machine  language  routine  which 
can  be  added  to  your  programs 
to  give  high  speed  SID  control 
and  play  ot  Note  Pro  tiles. 
Tape.S2'l.95.  Disk-t27.95 


Plol-a-lot— Hires  drawing  board- 
Use  hi-res  screens  in  your  own 
programs. 
T3pe.$14.95.  Disk-S17.95 


«  Order  Today         *  Dealer  InquiriQs  Welcomed 


EEeclfonic 

Lab 

Irdustries 


P.O.  box  7167 
too  W.  22nd  Street 
Ballo..  Ma.  2121S 


Free 
Brochure! 


NovemlaerWaa    COMPtmi    333 


BEAT  THE  HIGH  COST 
OF  SOFTWARE 


Before  you  buy  any  mofe  soflware.  you 
owe  it  to  yourself  lo  join  S^FTRAoers  " 
ihe  fastest  growing  worldwide  trading 
network.  Members  swap  software  and 
info  for  all  computers. 
Annual  membership  includes; 

•  Quarterly  trading  directories 

•  Monthly  and  flash  updates 

•  Personalized  trader  listings 

•  Trader  support  systems 

•  Plus  much  more 

Imagine  having  access  to  hundreds,  even 
thousands  of  programs,  each  casting  no 
more  than  the  price  of  a  stamp  or  phone 
call,  lorn  now  to  beat  the  price  increase 
and  find  Out  about  the  new  member  Si 
offer.  $49.95  U.S.  $64.95  FOREIGN.  SASE 
for  info.  Indicate  computer  model. 
S^FTRADERS"  INTERNATIONAL 

1610  Shomaker  Dr. 
Murphysboro.  IL    62966 


ATARI  AND  VIC-20 

CONFRONTATION  AT  VEGA  THREE:  The 
spacewar  slrategy-adveniure  game  that 
iranstorms  your  computer  into  a  starsfiip 
flealisiic  tactical  displays,  inlelligeni  enemy 
ships  and  lull-blown  command  logic  nnaKe  this 
one  a  galactic  commander's  dream!  (16K 
required)  SI  2.95  on  cassette 
TRIPLE  PLAY:  Three  games  (or  less  than  the 
price  of  one:  X-Patrol.  Pickups,  and 
Ballsl  (no  expansion  required) 
S9.95  on  ufiettc 


Send  check  or  m/o  to: 


Cedar 
^  sland 
Software 


PO  Box  51545 
Jacksot^ville  Beach 
32250 


FL 


Prices  include  poslage.  handling 
Florida  residents  add  5%  sales  lax 
Alan  &  VIC-20  are  registered 
traaymarks 


Fty 


Your 
Computer 


FLIGHT  SIMULATOR  GAMES 

Sky  Pilot  {8K  VIC-20)  $18.00 

Run  way  20  (1 6K  VI  C-eO)  $25.00 

Runway  64  $25.00 

Micro-Pilot  (EPSON  HX-20)  $18.00 

ADD  $2°°  FOR  DISK  VERSION 


TORPEOO/i 


Submarine  Battle  Games 

8K  VIC-20  or  Commodore  64    $25.00 

SUSIE  SOFTWARE 

709  Wilshire  Dr.  Mt  Prospect  IL  60056 

{312)  394-5165 


AAAAAAAAAAAAAAAAAAAAAAA/WiA  I 

HAVING  LOADING 
PROBLEMS  ? 


GET  A  Z-DUBBER 


deT  -j^e^  atJ-     " 

i-i.  mcrv  3e  t""     ^ 

"^  jttie/  corrveds  b« 

npu  i^r  and-iCL-cuiifYr  >- 

tor  orend  The(Z  Dub&  f 

X  J  r-      ;u  I-      c       K 


CHARGE  OR  COD  ORDERS  CALL 

1.800-227-3800 

ASK  FOR  OPEIiATOR  22S 


*»'  'tOf^t   SEATTLE.  WA  98111 

Wieno  TCCHHOLoay  f^ot)  23ven£ 
CALL  OR  WKITE  FOR  DEALER  INFORMATION 


JUKI  6100 

LETTER   QUALITY  PRINTER 


^$49971 


IScps 

Word  processing  and  graphic  functions 
Proportional  spacing  control 
Uses  IBM  Selectric  ribbons 
Compatible  with  Kaypro.  IBM,  Apple, 
.  Osborne,,  and  others. 


Free  shipping  in  U.S. 

COMPUTERS 
and  more 

2420  University  Ave.,  To  Order 

San  Diego,  Ca.  92104       (619)291-1442 


SAVE  35%,  50%  OR  MORE 

on  your  computer  purchase. 

Dealer  close-out  on  micros,  printers, 

programs,  and  accessories. 

_  YOUR 

FOR  EXAMPLE  retail      price 

CBM  A012  Printer 895.00  395.00 

Smith  Corona  TPI 995.00  595.00 

CBM  MK  Expansion SOaoO  290.00 

BPI  A-R  49a00  19500 

Eagle  III  ..-,.- 4995.00  3995.00 

Okidata  SSA  Printer 995.00  595.00 

DESCRIPTION  Vour  Price  Seve 

NEC  9"  green  monitor 189.00  138.00 

NEC  general  acct 395.00  237.00 

NEC  DBASE  11 700.00  45000 

BBS  AJR  CBM 1000.00  500,00 

inlo  design  A/R 750.00  400.00 

Inio  design  payroll 75O00  400,00 

Cimmarron  medical 495.00  250,00 

Catalog  lists  hundreds  ol  good  buys  from  various 
dealers.  You  can  make  your  own  deal  via  phone. 
TD  ORDER  current  catalog  send  $5.00  check  or 
VISA/MC  number  wilh  expiration  date. 

CompuAd  Entnrprln* 
1537A  Fourth  Sireel.  Suite  125 
San  nafael,  CalKornIa  95401 


NEW!  S 
J 


lit! 


f; 


and  Visuals 

Full  t'tidrd  Capability 

Lxcellent  .Suns  Kepriiduction 

.Spcclanjlar  Full  L'ulnr  (iraphits 

Nikiil  Sighl,  Vit  Thnr  Kindt.  Jo)  To  the  World,  ll 

tjmr  Ipon  A  -Midnight  Citir,  Vhr  tiril  StwI.  Jijiglp 

BfUi.  Hurt  Th»  HfniM  injtb  Sinij.  0'  LillJe  Town  ol 

B^Uilfhem.  Away  In  A  Mangrr.  U  Loiuf  All  Ye 

J  Kiilhful.  (kid  Rml  Vr  MVrri  GfnUfrtifn.  Wf  Wish  \oa 

rA  Mrrr>  C'liriilniaa.  D«k  nip  HilU.  I)  thrislmaa  Trrp. 

For  Us0  With 

Tl  99/4A  (Camtattaa  only) 
fComodoro  64  (Caatvttom  A  Diak») 

CASSEHE:  SIS.9S:  DISK:  S74.95 

rkl  S2.-  Itr  iBtlH  1  Iui4ii| 

^•ruul  Hicki.  im«  2  nKki  )iin  lir  taliMn 

WllMnUl  lllMllll  IM  ullt  III 

Diilfr  hiMin«I  Wti^ni 
JP.O.Igi  9204  Dtjil.  CIO.  Rtnlop 

** 9M55,  {zm laan 
NATIONAL  PHOGnAMRING  AND  SOFTWARE 

334     COMPUTE!     November  1983 


I 
t 
t 
t 
t 
I 


BUSINESS 

SOFTWARE 

PACKAGE 


Reg. '159 

Features: 

•  Accounting  Ledger 

•  Inventory  Control 

•  Letter  Writer 

•  Mail-Out 

IBM  (Peanut)  VIC-20 
TI-99/4A  COM-64 

Toll  Free  1-800-221-7171 

In  Ga.  1-404-925-4686 
BfZWARE,  INC.  5014  Hwy.  29  lllburn,  Ga.  30247 


ATTENTION 

TEXAS  INSTRUMENTS 
TI-99/4A 

OWNERS 

We  have  hundreds  of  3rd  party  indepen- 
dent sotlware  programs  on  casselle  and 
disk  ready  to  run  on  your  TI-99  4A. 
Games,  business,  and  educational 
programming  at  discount  prices  as  low 
as  S8.95  ea.  Plus  all  Tl  hardware  and 
software  at  incredibly  low,  low  prices, 
including  the  new  Tl-99/2  and  CC-40 
computers.  We  also  have  dust  covers, 
heavy  duty  joysticks  wilh  Tl  adapters, 
and  many  more  accessories.  Call  or 
wnte  now  for  a  FREE  listing.  We  ship 
your  order  U.P.S.  the  same  or  next 
business  day  to  insure  fast  service.  Visa 
and  MasterCard  accepted  (NO  service 
charges)  or  C.O.D.  is  okay 

THE  MUSIC  WORKSHOP 

59  E.Tioga  St. 

Tunkhannock,  PA  18657 

CALL  1-717-836-4522 


DUST 
COVERS 

For  Personal'  Computers,  Peripherals, 
Game  Units-  Protective,  Long-Lasting 
Vinyf  Resists  Both  Dust  and  Liquids. 

-  CHOICE  OF  COLORS  - 


Amdek 

IBM  PC 

Apple 

Mattel 

Atari 

Rana  Systems 

BMC 

Sanyo 

Commodore 

Star  Micro nics 

Coleco 

Tt  99/4 

Epsom 

Timex  Sinclair 

Franklin  Ace 

TRS80 

FOR  FREE  BROCHURE  WRITE; 

ENCHANTED  FOREST 

P.O.  Box  5261.  Newport  Seach.  CA  92662 

11129  W  Balboa  Blvd-I 


FREE     CATALOG! 

JEWEL    THIEF 

ADVENTURE    GOME     -     »I9.95 

CAN  TDU  BHEBU  INTO  THE  CflrSTBL  Clir 
MUSEUM  BND  STEAL  THE  'BLUE  UnLLflBr' 
DlBnOHO  XITHOUT  BEINB  CBUSHT? 
FOR'  VICZf  -  REaUIRES  if,     EXPBNDEA 
ZXSI/TlnEXtaif  -  requires  16K 
CQMMCIDQRE  <«   (•29.931 
KflTPRO  It   l»i».»S) 
BTBRI  •■■  (t29.9SI 

ANDROID 

STRATAGY  GAME  -  tZ^t-gS 

RETREIVE  THE  S.S.R.  FHDM  THE  BLIEN 
ANDROIDS.   SET  PAST  IMTERCEPTERS. 
DESTROYERS,  BNO  THEN  EEORGE. 
FORI  VICZa  -  REaUIRES  KK  EXPANDER 
ZXei/TinEXI»»f  -  REQUIRES  16K 
COHHaDORE  t* 
AVniLABLE  ON  CASSETTE  OR  OISI,. 
ADD  (I. If  FOR  EBCH  DISK  ORDERED. 
CHECK  DR  MONEY  ORDER  t MO  C.O.O.). 
FOfllEON  ORDERS  ADD  tZ.M. 
ORDERS  PROCESSED  IN  1-1  DATS. 
•   DEALER  INQUIRIES  INVITED.    • 
MORE  PHOSHAMS  BVBILBBLE. 
SEND  FOR  FREE  CATALOE. 

CRYSTAL    MICROSOFT    LTD. 


P.O.    BOX    443852 
HOUSTON,     TX. 
77244Mi^ 


on 


Ha^  ckvckt  u  wdcADC  u  cuJL  L 


THE  WORLD'S  FIRST 

PRO-STRENGTH  AEROSOL 

COMPUTER  PROGRAM  DEBUGGER 


DEBUS 


IF  PROGRAMS  ARE  DRIVING 

YOU  BUGGY 
THEN 


Let  Us  ZZzap  You  A  1 2  oz.  Can. 
Just  Send  '5.12  (of  course)  Plus 
^1 .00  (For  Postage  And  Handling.) 

NAME 


ADDRESS. 
CITY 


.STATE. 


.ZUE_ 


Check  Or  Money  Order  Payable  To: 

STARKK ENTERPRISES 

P.O.  BOX  5367 

LYNNWOOD,  WA  98036-0880 


VIC20    COM-64 


40/80  Columns 

are  now  avaiiadle  from  Sound  Softwara  These 
unique  programs  work  with  your  computer's 
operating  system.  Color,  double-wide  characters 
and  graphics  make  ttiese  packages  much  more 
versatile  ttian  expensive  hardware  devices. 


-SOFTSPAN  40- 


For  the  VIC20,  40  columns  to  write  and  run 
programs.  Hi-rea  graphics  aid  text  can  h&  easily 
combined.  InclLjdes  manual.  Requires  8K  (or  nrore) 
memory  expansion. 

cassette S29.95 

disk S34.95- 


-SOFTSPAN  80- 


For  the  Commodoro  64. 25x80  column  display  lor 
all  your  programming  needs  (requires  monitorl. 
Great  lor  ijusiness  applications  Includes  manual- 
cassette  S29.95 

^— • disk $34.95- 


Sound  Software 


Send  chKk  or  morwt  antti  Sorry  no  COUs  Add  HoO  iKttltgt  •no 

hvtdiing  WA  tnkdants  jdd  fii%  ul«9  tix 

-D&lUH  INOUPRIES  IStfiieO- 


VIC'20 

FIVE  COMPLETE  UTtLITY  PROGRAMS 
FOR  THE  HOME  OR  SMALL  BUSINESS 


1.  MAILING  LIST 

2.  HOME  INVENTORY 

3.  CHECKBOOK  ORGANIZER 

4.  IRA  PLANNER 

5.  PERSONAL  FINANCE 


ALL  FIVE  FOR  ONLY: 


09.95 

(ON  CASSETTE) 

SEND  CHECK  OR  MONEY  ORDER 
TO: 

DISCOUNT  SOFTWARE 

122  FRANCIS  AVENUE 
RIVERSIDE,  Rl  0291S 


you  wouldn't  buy  a  computer 

with  part  of  it  missing, 

would  you? 

Then  you  shouldn't  buy  less 

than  a  complete  compiler! 


E 


Our  compiler  compiles 

tlie  full  basic  set  for  the  64, 

and  it's  only  $29.95 

SEND  CHECK  OR  MONEY  ORDER  TOi 


'OV    Xj 


iTomtmrn 


21|«  EASTAPAPAHO.  SUITCJt7l 
RICHARDSON.  TX  750ai 


^^^  PERSONAL  PERIPHERAL 
pjTjP  PRODUCTS  presents: 

^  "-SPEAKEASY 


VtC-20 
SPEECH 


COM-64 
SPEECH 


Csrtrldie,  Instructions  4  Diclionary S59.00 

FALL  SPECIAL:  Cassette  Editor  &  Extension 

Speaker.  Reg.  519,95,  witti  SPEAKEASY .  .  .  FREE 

Commodore  64  AiJapter  Board $12.95 

BARE  BONES  BOARDS 

Assembled   Kit 

8KRani/VIC-20  Block  Smtctied S29.95    524,95 

16K  Rani  E;(pander  lof  VIC  20 S49-95    $44,95 

3  Slot  SwitctiedS  Fused  Board/VOO.    $24,95    $19,95 
NEW:  4  Slot  Switched  &  Fused 

Board/COM-64 $44,95    $34.95 

COMING  SOON:  Migtity  Modem 

VIC-20A;OM^4 $79-95 

ADD  S2.00  rol2l  Order  Handlmj/IK Residents  Aclii'6:,  Sjles  Taj 

PERSONAL  PERIPHERAL  PRODUCTS 

■__  P-0,  BOX  3423  r^^ 

P^  FOX  VALLEr  MALL  trd 

AURORA,  IL  60505  •|312t  961-2347 

COItl-M  i  VIC'20  IS  A  TRADEMARK  OF  COMMODORE 


COMMODORE- 64 
m  LOAN  ^ 
MORTGAGE 

©MOWTHLY  PAYMENT. 

•  LOAN  AMORTIZING. 
©CALCULATE  YOUR 

SAVING. 

•  FOR  ONLY  f  19.95 

ALL  THREE  IN  ONE  PROGRAM  IT  IS  VERY  EASY  TO 
RUN  THE  PROGRAM  WILL  HELP  YOU  MAKE 
DECISIONS  ON  BUYING  OR  SELLING  YOUB  HOME 
BY  FINDING  OUT  MONTHLY  PAYMErJTS  FOR 
VARIOUS  IIYTEREST  HATES  IT  ALSO  FINOS  THE 
INTEREST  OF  YOUR  MORTGAGE  FOR  INCOIulE  TAX 
AT  THE  END  OF  THE  YEAR  AND  FINDS  THE  FUTUHE 
SUM  OF  YOUR  SAVINGS  TO  ORDER  PLEASE 
SEND  S19  9S  FOR  CASSETTE  lADD  S3  00  FOR 
DISC  WASHINGTON  RESIDE  NTS  ADD  7  6%  SALES 
TAXI  PLUS  SI  50  FOR  SHIPPING  TO 

SIMPLE  SOFTWARE 

PC,  BOX  1618  -  RENTOt'J  WA  98057 


MAKE  YOUR  OWN  CARTRIDGES! 

•  Complete  System  • 
Programs  8  K 
Cartridge  to 
-AUTO-RUN"  (opt) 
at  Power-up  — 
YOUR  BASIC  or 
Macliine-Code  Prgm. 

•  Prototype  GAMES 

•  EDUCATIONAL  use  - 
NO  Load  Delay 

•OS-372I  plugs  into  VIC-20 

•  Expansion  .wcket  on  board 

•  Carts,  Erasable  &  BLK  Locatabie 


OS-3723  ZIP  socket  module 
Allows  programming  2764. 2732A.  2732, 
2716. 2364, 2.5.12, 2516  EPROMS 

OS-37A  System  (Pgmr.,  8K  Cart) 

OS-37B  Sj-stem  (Pgmr.  ZIP  modi 
(Software  Tipe  indl.  Disk  add  S2| 

OS3722  Blank  SKCarti, 

Blank  27fr4  EPRO.MS 

OTTO  SYSTEMS 
8135  ENGINEER  ROAD 
SAN  DIEGO,  CA  92111 

(619)  569-5665 

Add  a  Shipg,  &  Hndlg,  ^  CA  res,  6H  to 


$24.50 


J88,50 
$88,50 


$24.50 

sn,50 


Advertisers  Index 


Reader  Service  Number/Advertiser  Page 

102  A1  Compjter  Services     .  -, 210 

AordrarklTD 91 

103  ABCompulers ,.., 252^53 

Abacus  Software  285 

104  Academy Soltwaie * 126 

105  Access  Software.  Inc. 143 

Actrvision  Inc   26,27 

106  Advanced  Processor  Systems 2W 

107  Adventure  Interr^Qtror^i  157 

106  Adventure  Inlerrvottonol  79 

Allen Moaoware  ,...............„...,,,.,.,. 206 

Alphocom  ...69 

Americon  PeiiDtierals 243 

Amtisl.  Inc 229 

W9  Anirriox  Compufe* 272 

Apple  Countrv  Limited   , 317 

110  Apropos  lectinologv  307 

A/chiive 167 

Artwoni 103 

A/tworx 119 

111  Aspen  Ribbons.  Inc 332 

Astra  Systems 206 

Atari  Home  Computers ,.  17 

112  Avalon  Hill  Gome  Compony 69 

Bottories  Included  56,57 

DAZ  Etoctronlcs 333 

Big  Bytes 302 

113  Big  Five  Soltwar©  70.71 

EiiCaids  324 

Bizware. Inc. 334 

Boston  Educatiorral  Computing,  lr>c 154 

114  Br^erbund  Soflwore .,..,,...,. 61 

BytesandBits 330 

lis  Byte-t?y1e     . 312 

114  BytesJZe  Micro  Technology 333 

Bytesize  Mtcro  Tectinologv 334 

117  Caraco,  Inc    87 

118  Caidmal  Software  332 

Coss  ATcpes  318 

Cedar  Island  Sottware  ..334 

119  Centuiv  M<cro  Products  , ,,.311 

Cimoron  Corp .„,.,...,..,..,„.., 65 

Cinquedea  SOHware  229 

City  Softvtare 152 

120  Collins  InterrxDtiorxsl  Trading  Corporation  203 

Comm'Doto  Computer  House,  Iric  .,..., 133 

Commodore  Business Mochines BC 

121  Compatible  Systems  Incorporated  311 

CompLiAd  Enterpiises  ,,-..--.-,.„. ,,,., 334 

CompuCards  —  7S 

122  CompuServe 29 

ComputAbllity 104 

CompulAbility  303 

ComputAbllity    320 

123  Comouter  Case  Co 282 

124  Computei Discount 314 

125  Tlie  Comouter  Express 330 

ComputeiFood  Press  309 

Compute' Humor  Inc 270 

126  Computei  Worketing  Services,  Inc 35 

127  Computer  Marketing  Services.  Inc 65 

126  Computei  fvlorketing  Services,  Inc,  ,. , ,,,236 

129  Computer  Mall  Order   240241 

130  CompulerMat     295 

131  Computers  and  Mote  , ...334 

132  Tlie  Computei  Network  236 

«3  Computer  Outlet    256.257 

Computer  Outlet.  SD 261 

Computer  Sottwore  Associates  trtc 262 

Computer  Techniques   331 

CompuTron  Business  Systems 261 

134  CorrTStor    250 

135  Continental  Software ........,,  41 

Continental  Software  65 

Cantrol  Dota  Publishing  123 

Cosmic  Computers   296.297 

Counterpoint  Software  ,..,.,,..,, ,.,.. 15 

Cieative  Image 331 

Creative  Soflware 109 

136  Crystal r/lcrosoft Ltd .335 

Data  Eaulpment  Supply  Corp 293 

Dotolvlaster  Industries 276 

Datomost ,. 59 

Dofomosl  121 

137  Datasoft  39 

DigiTlma 330 

136  Discount  Data  Supply 332 

Discount  Software  — ,.,., 335 

DiskWorfa - 333 

DoiytSyslems  Inc 229 

Don't  AsJ^  Computer  Software  66 

Dorsetf  EducotlorxDl Systems. Inc,  ..,,,. 48 

Dovestar  Creative  Concepts  .,..,, , .„.  331 

John  T.Dow 316 

Dow  Jones  Investment  Evalualof  i 37 

139  Dymaic  Industries. Iric-  , ,.- 53 

DynocofTip,  Inc , 137 

140  Eostein  House  Software  .....„,„,.,..,.,. —  279 

Elcomp  Publishing,  inc ,.., 301 

336    COMPUTE!    November  1983 


Reader  Service  Number/Advertiser  Page    Reader  Service  Number/Advertiser  Page 


141  Electronic  Lab  Industries    333 

Electronic  Sottware,  Irx:,  ,. , , 278 

Eiectroshoro  Technologies  ,,..., ,.,,,.,,,.330 

E-lvlTochnolagies    331 

142  Enchonted  Forest     335 

The  Emporium  Co ...,,. .,,..„,,.,,,,  318 

143  Encoie  Video  Soffwoie  332 

EPVX 75 

EPVX  77 

Ericf^ffin's 325 

144  Excoiitju;  Enterprises  ....333 

ExpcndO-Vision    31 

145  Farthest  Fringe  SA  333 

146  Festive  Fore  278 

147  First  Stai  Sottwaie   95 

148  French  Silk     211 

Frontrunner  Computer  Industries  , ,.  316 

Funsoft  151 

Gomblers  Helper  Fiouse  of  Softwore   , 332 

General  Systems  Consulting  ,.....,,, , 330 

Genesis  Computer  Corporation  276 

149  Gladstone  Electronics  322 

Gloucester  Computer  .,.,...,,,,,,..r 330 

150  H&H  Enterpiises  332 

Hanno Enterprises  ..,,„,,,.,,.,,.,,,.,, .325 

Happy  Computing  ,.,...,,..,.. 197 

151  Harmony  Video  &  Computers  319 

Hoyden  Book  Company,  Inc 153 

Hoyden  Book  Company,  Inc 163 

Hayes  Microcomputer  F^oducts,  Jnc ,,. ...33 

Holub  Enterprises,  Inc 311 

152  HoireSpun  Softwore  270 

Human  Engineered  Software  107 

153  Hyfec  Systems    ,.  ,.    299 

IndusSystems  198,199 

infocom    .; 50,51 

Institutional  Computet  Development  Cofp 210 

Interesting  Softwore  ,.,,„,..,.. 209 

Jou  Laboialoiies  335 

K-12  Micro  fVIedia  311 

K-2  Electronics  Design  Corp ,,.,.,..,. „„..,,  260 

154  tolglo  320 

Kangaroo,  Inc,  131 

Kiwisolt  Programs  93 

Koota  Technologies  Cofpoiotion  ,,..,,.,„...,,, 42,43 

Kiell  Softinaie  Corp 125 

Leading  Edge  Products,  Inc IFC 

Leading  Edge  Products,  Inc,  IBC 

Leico  .,... 214 

Link  Marketing 182 

155  Logistic  Engineering  Associates 78 

Loids  of  Basic  330 

156  Lyco  Computer  Marketing  &  Consultonts  290,291 

157  (Mlogreeable  Software.  Inc 331 

MorshMoliow Softwore  ..,,,  331 

MastBi  Control  Softwore  Inc 115 

158  MoMimus,  Inc , 127 

159  Micol  Systems  333 

MIcto  Dimensioris,  Inc 261 

160  Micio-BOInc 322 

161  Miciobits  Peiipherof  Products  149 

MicioCleor 311 

163  MicroGraphic  Image  99 

The  Micioperipheral  Corporation 169 

Micro  Mercnont -,,,, ....,.-37 

163  Micio  Systems  Development,  Inc 255 

164  Micio-Wcie  Distiibuting  Inc 67 

Micio  World  Eleclronix.  Inc 309 

165  Midwest  Ivlicro  Inc > 211 

Midwest  Software  331 

Mirage  Concepts,  Inc,  ..,., 239 

MMG  Micro  Software  101 

Monorch  E>ata  Systems 135 

Mosaic  Electronics,  Inc, ,...-  194 

Mosaic  Electronics.  Inc 4 

Mountain  Ivlicrp  Electronics  .,,,..,,,,.....,,..„..,.,,...  294 

Fh©  Music  Workshop  334 

M,  V/- FJuth  Company 232 

Notk>nol  Pfogromming  and  Software  ,, 334 

166  Newport  Controls 26B 

167  New  World  Computer , 144 

Nibbles  8;  Bits  Inc.  226 

Nibble  Notch   31B 

Nufekop  „ 147 

Olympic  Sales  Compony  294 

165  Osir.s 210 

Otfo  Systems  , 335 

PACE  259 

Pacific  Exchonges  .  , 232 

Pocifrc  Exchanges  ,..,....,.,,,..„. ,.., 284 

Peochtiee  Software  96,97 

Percom  Data  Corporoticffi 45 

Persimmon  Peripherals  ....,....,...,..,.,,,...,.,.,..,,.,,330 

169  Personal  Peripheral  Products  ,,,,335 

PM  Software  270 

Powerbyte  Softwore 324 

170  Precision  Software  , .,,,.. .,,,245 

The  Printer  Store 315 

171  Protesiorxsl  fi^icro  Service  332 


172  Professionol  Softwore  1 

173  Professionol  Software  9 

174  Programmei's  Institute  114 

175  Piogrpmmer's  Institute  ,,,,,., --,,..,,., 165 

176  Programmer's  Institute  , 305 

Ttie  Program  Store  248,249 

177  Protecto  Enterprises    170,171 

178  Protecto  Enterprises ,..., , 165 

179  Protecto  Enterprises 172.173 

180  Protecto  Enterprises  188.189 

181  Protecto  Enterprises  .,,,, , ,.. , 175 

182  Protecto  Enterprises  176,177 

183  Protecto  Enterprises  190 

184  Protecto  Enterprises 178.180 

185  Protecto  Enterprises  ,. ,  192.193 

186  Protecto  Fnterprises  , 181 

Psycom  SoffwQie  lnte*notiortol  48 

187  Public Domoin.  Inc   -,.....,....,...,.330 

Quality  Computei  276 

QuinTech  Systems,  inc. ,...,.  14S 

OuinTech  Systems  Inc ,.., 182 

188  Rainbow  Computer  Corp , ....225 

Roymlok  236 

169  Rand  Systems  2.3 

Rensoft Softwore  Systems  , .2ii3 

RESCo 214 

190  Rtchvale  Tolecommunlcaffons  160 

191  RIS.T  inc 333 

R&LProducts 104 

192  RMC  Systems  Ca  Inc. 332 

SAVE  321 

Scott,  Foresman  and  Company  129 

Screenplay  82.63 

Scrilse  Associotes  333 

193  Shelter  Software 200 

Showcase  Software 105 

Sieira  On-Line   73 

Sierra  On-Line   ., 111 

Sieiro  On-Line   ,..„,. „...,..,..., 113 

Simple  Sottwaie 335 

Sirius  Softwore,  Inc 158 

Siiius  Software 159 

SJa  Distributors  Inc,  217 

194  Skyies  Electric  Worfis 195 

195  Skyies  Electric  Works 223 

196  SM  Software  Inc 63 

Softbyle  Computer  Co 114 

197  Softraders  Internafionol  334 

Softype  331 

198  The  Software  Connection  200 

The  Software  Co-op 114 

Software  Plus  314 

Software  To  Go  244 

199  Softv«ireWaretiouse  Outlet 323 

Sound  Sottware   335 

Soundwoie  332 

200  Southwest  Micro  Systems,  Inc 250 

Spinnaker  ,. 18,19 

Splnrvjker  23 

Spinnoker ....,,,... ,.......,  21 

201  Star  Mk:ronics  Inc.  47 

Slorlik  Enterpriies 335 

Strategic  SimulatiorTS  Inc.  143 

202  Such. A-Cleoi!  Software 155 

Sunoiol  Software  Associates  Inc 165 

Susie  Softurore  334 

Susie  Software  93 

203  System  VII  Furniture  200 

204  Systems  Management  Associates , 227 

205  T  &  F  Software  Company  , 7 

206  TG  Products    141 

Texwore  AssOO'Otes  229 

T.HES,I.S.    154 

3G  Company,  tnc  93 

Timex  Computer  Corp,  ,,,,„..,.„„ 25 

tNW  Corpoiotion    313 

207  Toionto  Pet  Users  Group  214 

208  Toft  Sottware,  (nc 240 

Tronix  .,.., ,..„ 11 

Tronix 1213 

Unicom  Software 139 

209  United  Microwcre  Industiries,  Inc. , , 81 

210  Unlimited  Software,  inc   310 

Vaisalainc 148 

Volorum  331 

WCFiic 311 

211  Victory  Softwore,  Inc  263 

Videobook  Corporation  272 

VoiceWorld  278 

Vorit  10  Computeiware 309 

WeeWy  Reader  Fomifj/ Software  ,,,,,„.,......,.,..,,,.,  117 


COMPUTE!  Bock  Issues  327 

COMPUTE' Subscriber  Services  260 

COWPUTErsFiistBook  of  Atari  Gfoptilcs  267 

COWPUTEi'sVlCLibrofY  22* 


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TRUNKS  FOR  THE 
MEMORIES. 


Introducing  the  most  logical  place  to  store 
Elephant  Memory  Systems'-  (or  lesser  brands 
of  disks):  The  Trunk, 

With  its  alphabetized  library  index,  you  can 
file  or  retrieve  up  to  60  disks,  instantly. 

The  Trunk  is  made  of  durable  molded 
plastic  with  a  hinged,  one-piece  lid,  to  keep 
d:sl<s  safe  from  dust,  dirt,  and  other  detriments 
which  dislcs  despise. 


And,  it's  portable.  Because  the  lid  doubles 
as  a  carrying  handle  so  your  Elephant  Memory 
Systems®  disks  can  go  anywhere  you  do. 

There's  a  model  for  5V4"  and  8"  floppies,  as 
well  as  a  cassette -and-game  file  and  a  special 
Atari®  version. 

So  if  you  re  looking  for  the  best  disk  storage 
system  on  the  market . . . 

The  Trunk  is  an  open-and-shut  case. 


THE  TRUNK.  ENDORSED  BY  ELEPHANTS. 

Elephant  Memory  Systems^  Disks 

A  full  line  of  top-quality  floppies,  m  virtually  eveiy  S-'u"  and  8"  model,  for  compatibility  with  virtually  every  computer  on  the  market. 
Guaranteed  to  meet  or  exceed  every  industry  standard,  certified  100%  error-free  and  problem-free,  and  to  maintain  its  quality  for  at  least 

12  million  passes  lor  over  a  life-time  of  heavy-duty  use/. 

Marketed  exclusively  by  Leading  Edge  Products.  Inc..  Information  Systems  and  Supplies  Division,  55  Providence  Highway.  Norwood, 
Massachusetts  02062.  Call:  toll-free  1-800-343-8413;  or  in  Massachusetts  call  collect  1617 j  769-8150.  Telex  951-624. 


J 


IF/PERSONAL  COMPUTERS 


il » 


» 


i 


I 


$1395 


APPLE*  lie  64K 


A  personal  computer 
is  SL.pposed  to  be  a 
computer  for  persons. 
No',  just  wealthy 
pe -sons.  Or  whiz-kid 
persons.  Or  privileged 
persons. 

But  person  persons. 

In  other  words,  all  the  persons  whom 
Apple,  IBM,  and  Radio  Shack  seem  to 
have  forgotten  about  (including,  most 
likely  you). 

But  that's  okay  Because  now  you  can 
get  a  high-powered  home  computer 
witiiout  taking  out  a  second  mortgage 
on  your  home. 

It's  the  Commodore  64.  We're  not 
talking  about  a  low-priced  computer  that 
can  barely  retain  a  phone  number 
We're  talking  about  a  memory  of  64K. 
Which  means  it  can  perform  tasks  most 


» 


iiiiiiiiiiiriiiit 


TRS-80*  III  16K 


$1355 


other  home  computers  can't.  Including 
some  of  those  that  cost  a  lot  more. 
(Take  another  look  at  the  three  comput- 
ers above.) 

By  itself,  the  Commodore  64  is  all 
the  computer  you'll  ever  need.  Yet,  if 
you  do  want  to  expand  its  capabilities 
some  day  you  can  do  so  by  adding  a 
full  complement  of  Commodore  pe- 
ripherals. Such  as  disk  drives.  Modems. 
And  printers. 

You  can  also  play  terrific  games  on 
the  Commodore  64.  Many  of  which 


IBM»PC64K 


Aoole  !s  a  registe.'ea  traaeniark  of  Apple  Computer,  inc 

'RSBO  IS  a  regisieied  tredfimark  of  Tandy  Corp.  iBM  is  a  registerec)  irademartc  of  Imemaiional  Business  Machines  Cofp 


wili  be  far  more 
challenging  than 
those  you  could 
ever  play  on  a 
game  machine  alone. 
And  as  great  as  all 
this  sounds,  v\'hat's 
even  greater-sounding 
IS  the  price.  It's  hundreds  of  dollars  less 
than  that  of  our  nearest  competitor 

So  v^hile  other  companies  are  tn/ing 
to  take  advantage  of  the  computer 
revolution,  it  seems  to  us  they're  really 
taking  advantage  of  something  else: 
Their  customers. 

■Marulaciurers'  suggested  list  prices. 
Moniiar  included  with  TRS-80  III  only  Commodore  Business 
Machines-RQ  Box  bOOR.  Conshohocken,  PA  1W2B, 
Canada-3370  Pharmacy  Avenue.  Agincourt,  Oni ,  Can  Ml  W  2K4. 

fz  commodore 

COMPUTERS